Turn Based Enemy AI | PROGRESS #2

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  • Опубликовано: 15 ноя 2024

Комментарии • 4

  • @sirneko1278
    @sirneko1278 6 месяцев назад

    Thank you. Its strange that there isnt a lot of turn base AI guide on RUclips. If there are any other resources that i can use as refrence, feel free to tell me.

    • @cosmicrenegade
      @cosmicrenegade  5 месяцев назад

      Hi! Here's a link to a video I used to help me: ruclips.net/video/aA2CSfCBf7w/видео.htmlsi=237drawpY5qUt_Q9. I also have it in my video description. If you find it helpful, leave a like on that dude's vid - credit where credit is due!

  • @erikm9768
    @erikm9768 5 месяцев назад

    3:55 sorry, not well explained. “Eventually it will figure out if it path finds to here..”

    • @cosmicrenegade
      @cosmicrenegade  5 месяцев назад

      It's been a year since I made this, but in my EnemyController script, I have a reference to the closest starship on the opposing team, which I call the "target" (here, it's just the player's starship, but this can be updated at the start of the enemy's turn by searching through a list of allied starships). I take the "world" coordinates of the "target" and translate it to "grid" coordinates to pass into my A* pathfinding script. By "Eventually it will figure out...", I meant that the A* script has to evaluate possible pathways towards the "target".
      Hope this helps,
      - Ricky