Anybody make an effective path finding enemy?
Currently the way I do this for my game is I lay down a line of tags over the environment and when the enemy get close to one of the tags the tag gets disabled for a short moment and then the enemy moves to the next before eventually reaching your location. This is the best possible method I could achieve and take in consideration I'm no logic expert. I found this method to work good enough, but is a pain in the butt to pull off and still weak in certain situations.
Does any one know of a better or more effective path finding method? I have been working on a alien isolation type game and I'm trying to keep improving the AI but without taking up too much of the thermo. I have tried neonthecoder's AI tutorials, but those did not work for me at all.
If anyone can tell me or point me in the direction of something better or more effective, I'd much appreciate it.
Thanks.
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Aecert has done a lot of work on this stuff. Though his solutions aren't perfect either. It's a tricky thing to pull off, basically.
You can look him up on Dreams, or on Youtube or Twitch to check out his AI pathing work. -
I have checked out his stuff and it's really good, but I have no idea how any of his stuff works, I guess the main thing I want is more tutorials from Mm like most of people.
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Well, there is no built-in stuff for path-finding. So it all has to be built from the ground-up. Aecert has released "kits" that you can use in your levels to add pathfinding, basically.
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Hi Scott, dunno if it can help but i have made this dream remixable
https://indreams.me/scene/dciuaRCBaEd
so you can check what it does.
There is the seek and destroy ability i gave to the puppet that try to find a way to its target while still able to move in a tricky enviroment. It is not path finding thing and isn't perfect but it try to replicate the results. If need more clues just drop me a line in game ill try my best to help. -
Im afraid your solution is probably the "best" in term of thermo/results ratio.
There are for sure other ways how to do pathfinding (and they can be different for every game you make), but as soon as you are moving from "follow emited waypoints" to the "actually search for the path in the enviromnent" (AI that is able to solve mazes if fast way) you will eat thermo really really fast.
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