Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (C#) | 16

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  • Опубликовано: 21 окт 2024

Комментарии • 5

  • @relvean5626
    @relvean5626 9 месяцев назад +3

    Now this might be a video about path finding, but Is there value of path binding? Precomputed "rails" with which they are aligned in and might not leave your CPU grinding.
    Ok, now in serious not rhyming form. What if you had predefined paths, one at the ceiling and one on the floor, which the AI is just told to blindly follow (kind of similar to the follow path constraint in blender) and only once the enemy is within a certain range of the player does actual pathfinding take over. To sell the illusion, you'd have to rotate the enemy to look at the player, have a bit of random offset from the main path and also have them play a jump animation when they switch between the paths at random.The idea is to basically take what you've done for real here and swap it with an illusion.
    Why? Well, I'm kind of worried about performance. Sure, you'll probably optimize the project really well at some point in the future, but why do for real what can be convincingly (and cheaply) faked?

    • @Bonkahe
      @Bonkahe  9 месяцев назад +2

      Lol now I want to make a tony hawk game.
      It's a very strong argument though, and honestly I can't say I wouldn't actually do something like that for my own projects in the future (I believe Rage did something similar to this system actually), but I chose this option just because I could not recommend that other users, while I could build out the levels, and construct custom paths and structure it in a manner that would honestly probably end up more convincing than this and be higher performance, I could not really automate that construction, and I can't in good conscience recommend to even experienced developers to go and construct curves for their levels all hand crafted.
      I wanted something that would just work out of the box in any level with nearby walls/roofs, and while this is certainly not ideal it does work out of the box.
      But yeah I guess short version, I can't automate that method, so I figured I would do the next best thing. xP
      Honestly a simple "run navmesh code but upside down and add connections" system like what's in unity would make all this WAYYYYY easier, and I think I may actually make a GDExtension for that in the future.

  • @yvanvan3729
    @yvanvan3729 9 месяцев назад +1

    I don't know if this is the best walking on ceiling, but it’s definitely up there.
    BTW, I already tried to make some ceiling's pun, but generally it goes over the people's head.
    Have a wonderful day.

    • @Bonkahe
      @Bonkahe  8 месяцев назад +1

      Lol thank you for the wonderful puns
      I'm not like 100% happy with this method of running on ceilings yet, but I think it can certainly get the job done for now.
      Thanks for always sticking around~

  • @meezi2987
    @meezi2987 8 месяцев назад +1

    I like this is project