Godot 4 Tutorial: Unleashing Smart Enemy Field of View To Hunt Down Players in 3D!

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  • Опубликовано: 25 дек 2024

Комментарии • 13

  • @the_RCB_films
    @the_RCB_films 6 месяцев назад +1

    This dev guy needs more subs! He's amazing!

    • @jddoesdev
      @jddoesdev  6 месяцев назад

      NO U! Thanks @the_rcb_films. I appreciate your support!

  • @PacdemonStudios1
    @PacdemonStudios1 4 месяца назад +1

    As someone who hasn't had to do trig in 10 years I deeply appreciate your diagrams and explanation

    • @jddoesdev
      @jddoesdev  4 месяца назад

      Oh, I had to study up before I made the video. It's been a long time for me.

  • @Ocdib
    @Ocdib 6 месяцев назад +1

    Hey man - big fan of your videos. I just subbed. Minor feedback: the background music is too loud and can be a bit distracting, especially if I'm trying really hard to focus on what you're saying. Just my two cents. Thank you!

    • @jddoesdev
      @jddoesdev  6 месяцев назад +1

      Thank you for that feedback. It's something I don't think of since I don't watch myself much after posting. I'll fix it for the next ones!

  • @drevenapostel9397
    @drevenapostel9397 Месяц назад +2

    Any idea how to make that AI's FOV can't see player through buildings or walls? i was thinking about raycasting.

    • @joelfaresjomelander3542
      @joelfaresjomelander3542 24 дня назад +1

      How about casting a ray when the player is inside the FOV?

    • @drevenapostel9397
      @drevenapostel9397 24 дня назад +1

      @@joelfaresjomelander3542 yeah, that's what I did. If the player is in FOV, Raycast will shoot a player location.

  • @davitdon2963
    @davitdon2963 4 месяца назад +1

    So I want to customize how tall/wide the fov can be, if enemy is above me at 130 degrees I want the mob, to be unable to see it, even even if the enemy is in the horizontal range. How would I implement that?
    horizontal fov, and vertical fov

    • @jddoesdev
      @jddoesdev  4 месяца назад

      I haven't actually done this, but I would imagine that you could do a few things. One might be using a sphere instead of a cylinder and doing the dot check on the Y axis in addition to the Z axis. I'm not 100% sure though, but it could be a decent follow up video idea. Thanks for the question!

  • @MonsieurSwag
    @MonsieurSwag 2 месяца назад +1

    doesnt works when there is an object in front

    • @jddoesdev
      @jddoesdev  2 месяца назад +1

      Make sure that you're using the right collision layers so that the detection isn't looking for anything it shouldn't be. I use this in a game where there are a lot of trees and it works pretty okay.