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been working on an improved method for detecting navigation obstacles, think I'm onto something now! this costs 1 raycast per frame and maintains a 'radar' around the boat that I can use to adjust steering on the fly

160,828 Aufrufe • vor 3 Jahren •via X (Twitter)

10 Kommentare

Profilbild von festive vector
festive vectorvor 3 Jahren

So far I’ve made it without cheating in the AI, they have the same physics as you The next step might be to do some subtle physics nudges if a collision looks imminent and isn’t desired (pirates colliding with eachother is fun, your fleet not so much)

Profilbild von festive vector
festive vectorvor 3 Jahren

Some extra context for the video: The green spheres show the extent of the radar, red is where it’s hit something Adjusted direction is the white line/sphere The spinning thing is where radar is currently looking The green line is the desired path as given by the navmesh

Profilbild von festive vector
festive vectorvor 3 Jahren

Seeing a lot of the same questions: - I do use navmesh as well, however the boats will sometimes end up off course from the A* path, in addition to dynamic things like other boats or other obstacles not on the nav mesh

Profilbild von festive vector
festive vectorvor 3 Jahren

- The 360 scan vs scanning just ahead is nice to have because it gives the AI more information about where it can safely turn when obstacles arise - I said it costs 1 raycast per frame, but really it’s more like X raycasts per second, to account for low frame rates

Profilbild von festive vector
festive vectorvor 3 Jahren

This is from my recently released game, Sail Forth! Check it out if this caught your eye

Profilbild von GameSpate
GameSpatevor 3 Jahren

Maybe try an egg shape with the boat placed where I put the X. You’ll have a range behind about the same size as it is now, or a little smaller, and a forward that’s much more predictive. It detected it was doing to hit that rock rather late. A further view would fix that.

Profilbild von festive vector
festive vectorvor 3 Jahren

Cool idea!!

Profilbild von Nick 'Toxic Waste Slime Licker' Woll
Nick 'Toxic Waste Slime Licker' Wollvor 3 Jahren

Game dev is a wild and unruly beast and we love to see it ✨

Profilbild von Pat
Patvor 3 Jahren

That's clever and I love the use of the gizmos. If it's frame-dependent would lower end devices get lower quality detection? My inclination would be to go by time, say every 20ms or something.

Profilbild von festive vector
festive vectorvor 3 Jahren

This is possible yeah, I could try to do X number of raycasts per second or something along those lines

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