handleonline.bsky.social
Game dev currently working on Untitled Mech Project!
- Looking for a 3d artist/animator
Community Discord: http://discord.gg/8QKfNtr
Engineer/Co-Founder of Actual Nerds (@actualnerds.bsky.social)
139 posts
152 followers
201 following
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Some additional context: I tried out another solution first. It was called "FLYING AI PATHFINDING", which used sphere collisions to implement a hillclimbing algo - it wasn't performant or consistent. Then I tried out the "Flying Navigation System" plugin, which was a much better solution
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that's... not the worst idea ever
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Oh yea I hope it continues to haha
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Thanks for reaching out! I'll keep your info saved :)
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I haven’t even thought about final assets! Need to find an artist first haha
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Thaaaaaanks
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Thanks for the feedback! Those are evasive boosts from the mechs being activated. I totally see how can they be interpreted as plasma-like shots instead. Definitely something I address/fix/improve in the future
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thanks :)
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alright! thanks for the feedback
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hopefully it will sound like all the right sci-fi sounds
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No problem! That’s a good summary, yea. Hope what you build ends up working well
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(5/5)
The profile has definitions for: random min/max delay for checking if it can vertical strafe, random min/max duration for how long to perform the strafe, minimum energy before abandoning, if it should strafe only while being attacked, and if it can strafe immediately upon switching states
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(4/5)
This is controlled through a vertical strafe behavior profile which is nested in other states behavior profiles.
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(3/5)
However, in future videos, I will be showcasing vertical strafing.
The way that functions is the AI performs a vertical strafe on top of whatever else its doing at the moment.
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(2/5)
The AI will not adjust itself vertically until its target is outside of a configurable range (i.e. 1000 units above/below).
When its target is outside that range, it will do its best to move itself vertically to where its target is.
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(1/5)
Hope this answers your question!
In this video, the AI for this is rather simple.
Throughout the fight the AI is constantly trying to fire its weapons.
At the same time, it is doing its best to be vertically at the same height as its target.
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Thanks! And this is a great question that makes sense. I’m out at the moment for the rest of the day, I’m going to do my best to remember and respond tomorrow
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Awesome! Hope that goes well. Behavior trees definitely have their place depending on your use cases, I wanted to try state trees because it was something newish that Epic seemed to be prioritizing
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Thanks!
In past projects, I always used Behavior Trees. However, for this project I decided to implement the AI with State Trees. It's been a fun learning experience so far
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love dem colors
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Haha thanks! Hope to keep the good look going
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Ayyyoo thanks as always!
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thank you!
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thank you!
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thank you! armored core is a huge inspiration of mine
i have yet to play zone of the enders :<
it is on my todo list
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Thanks! There’s so much more I can’t wait to share
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Thank you! That’s the amount of sickness I aim for