I've been dreading trying to figure out the math involved for my projectile position predictions, I can't tell you how excited I am to watch this video.
for people who are using non parabolic projectiles, like bullets without gravity, this equation can e greatly simplified! or shooting an arrow in outer space for example.
You would have to design your mesh to be the size you want it to be, or change the scale of the object (or sub-object) with a collider instead. There is not a simple way to adjust the size of mesh colliders other than scaling the object.
Hey Chris, thanks for another great video. Two things that come to mind that I think could be interesting in tandem with this video topic. How can the AI use the navmesh to find the best line of sight to hit the player with projectiles from, kind of like a reverse cover system. And how you could perhaps link the AI targeting to an attack token system so AI need to request from a blackboard an attack token before it can attack to not overwhelm the player. Maybe the token request is granted based on some kind of weighting or known variables, i.e is closest to the player.
Hi 👋! Really interesting topic ideas! I'll add them to the list of topics I'm considering and see if I can come up with a cool solution for either one of those
@@LlamAcademy No worries, these are also just a few things I've been trying to research myself. There is a really good GDC talk from the AI developers of DOOM 2016/Eternal where they over some of these mechanics with a lot of good math and examples too. They also have an accuracy system where if the player is moving they use curves to sample noise and then depending on the curve they can influence the accuracy. I was thinking of adapting that into this video you posted. If you're interested you can watch the talk here - ruclips.net/video/2KQNpQD8Ayo/видео.html
hii!! how can i make it work with different terrain elevations?, it calculates the shot at the same thrower's y axis. how can i fix that? i'm not the best at maths lol
WHY NULL REFERANCE ERROR SHOW IN CONSOLE REPEATIVELY NullReferenceException: Object reference not set to an instance of an object EnemyThrowAttack.Update () (at Assets/script(folder name)/star(folder name)/EnemyThrowAttack.cs:83) EnemyThrowAttack.cs:83 (LINE) HistoricalPositions.Dequeue(); PLZ HELP THX FOR THE TUTOR
@@LlamAcademy I checked Target is set in the Inspector The asset you have given on GitHub In the scene script is not being used anywhere, I just wanted to take a reference I can't able to find solution
Hey you have a way to make navmesh link connect to other neighbour terrain? Because terrain area is defferent lower higher so there is so difficult to arrange navmesh link 1 by 1 😂
It is good (because this is a game environment) we do not have to consider the diminishing velocity of an object in motion over time, as well as any resistance in the substrate the object is moving through (e.g. throwing things at something under water), LOL ... but that is the next challenge, you think? 🙂 UPDATE: Holy Mother of Batman.... After looking at the parameters in your function calls I see the accommodation of "useGravity" and "isKinematic" ... GOSH! If we only had that on the 3D graphics work in a past lifetime at Georgia Tech! Maybe you could demo the variations of "useGravity" and "isKinematic" related to "resistance" / "gravity" / "friction" as it would tickle my fancy to know more on this...
Definitely too much for this one 😅. I think that’s just a matter of adding a relatively high drag multiplier into the equation for approximate results. That same Wikipedia article includes how you can add drag for those adventurous enough to try
Wow, this is the best tutorial on this proble so far. Thank you so much.
I've been dreading trying to figure out the math involved for my projectile position predictions, I can't tell you how excited I am to watch this video.
I was too 😅 I hope it saves you some headaches!
for people who are using non parabolic projectiles, like bullets without gravity, this equation can e greatly simplified! or shooting an arrow in outer space for example.
how can i change
SpherecastRadius = AttackProjectile.GetComponent().radius;
for MeshCollider & change radius
You would have to design your mesh to be the size you want it to be, or change the scale of the object (or sub-object) with a collider instead. There is not a simple way to adjust the size of mesh colliders other than scaling the object.
I think I might have just found my new favourite channel
Awesome 😎 I'm glad you found the channel and it's adding value
thanks for these awesome tuts and brilliant series
Thanks for the video. This is something I think we all struggle with
🤗 you’re welcome! I definitely struggled with it myself!
Hey Chris, thanks for another great video. Two things that come to mind that I think could be interesting in tandem with this video topic. How can the AI use the navmesh to find the best line of sight to hit the player with projectiles from, kind of like a reverse cover system. And how you could perhaps link the AI targeting to an attack token system so AI need to request from a blackboard an attack token before it can attack to not overwhelm the player. Maybe the token request is granted based on some kind of weighting or known variables, i.e is closest to the player.
Hi 👋! Really interesting topic ideas! I'll add them to the list of topics I'm considering and see if I can come up with a cool solution for either one of those
@@LlamAcademy No worries, these are also just a few things I've been trying to research myself. There is a really good GDC talk from the AI developers of DOOM 2016/Eternal where they over some of these mechanics with a lot of good math and examples too. They also have an accuracy system where if the player is moving they use curves to sample noise and then depending on the curve they can influence the accuracy. I was thinking of adapting that into this video you posted. If you're interested you can watch the talk here - ruclips.net/video/2KQNpQD8Ayo/видео.html
Thanks! I'll definitely check that out
Could you Physics explain of swipe control, plz.
hii!! how can i make it work with different terrain elevations?, it calculates the shot at the same thrower's y axis. how can i fix that? i'm not the best at maths lol
This already considers different terrain elevations, you can see that at 4:50
Thanks for a great video. Now I don't have to back to college to actually pay attention in Physics 101 ...
😁 I thought I might need to go back myself
WHY NULL REFERANCE ERROR SHOW IN CONSOLE REPEATIVELY
NullReferenceException: Object reference not set to an instance of an object
EnemyThrowAttack.Update () (at Assets/script(folder name)/star(folder name)/EnemyThrowAttack.cs:83)
EnemyThrowAttack.cs:83 (LINE)
HistoricalPositions.Dequeue();
PLZ HELP
THX FOR THE TUTOR
It sounds like probably you don't have the Target set in the Inspector
@@LlamAcademy I checked Target is set in the Inspector
The asset you have given on GitHub
In the scene script is not being used anywhere, I just wanted to take a reference
I can't able to find solution
Hey you have a way to make navmesh link connect to other neighbour terrain? Because terrain area is defferent lower higher so there is so difficult to arrange navmesh link 1 by 1 😂
I don’t know a good way offhand to automatically generate those. It’s something I’ve been meaning to try out but haven’t had the time yet.
It is good (because this is a game environment) we do not have to consider the diminishing velocity of an object in motion over time, as well as any resistance in the substrate the object is moving through (e.g. throwing things at something under water), LOL ... but that is the next challenge, you think? 🙂
UPDATE: Holy Mother of Batman.... After looking at the parameters in your function calls I see the accommodation of "useGravity" and "isKinematic" ... GOSH! If we only had that on the 3D graphics work in a past lifetime at Georgia Tech! Maybe you could demo the variations of "useGravity" and "isKinematic" related to "resistance" / "gravity" / "friction" as it would tickle my fancy to know more on this...
Definitely too much for this one 😅. I think that’s just a matter of adding a relatively high drag multiplier into the equation for approximate results. That same Wikipedia article includes how you can add drag for those adventurous enough to try
When I added the GMS it softed completely different than yours. Yours softed more like a real app, wNice tutorialle mine softed very