AI and Line of Sight for enemies.

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Comments

  • HopscotchHopscotch Member, PRO Posts: 2,782
    edited June 2014

    @mgdotnet, no, you would not make 200 enemies, you would make one prototype and use tables (as substitute for arrays) to define waypoints per level per enemy.

    Anyway, GS is not as flimsy or slow as is often alluded to. Don't be scared to plan big.

  • mgdotnetmgdotnet Member Posts: 17

    I downloaded it like 7 days ago. Soooo yeah, still very new to me. Thanks again

  • HopscotchHopscotch Member, PRO Posts: 2,782

    Give yourself time and tinker. If you have a background in traditional coding then it may be a bit of a mind-bend at first, but with time you will see the power and fun in it. :)

  • SocksSocks London, UK.Member Posts: 12,822

    @RThurman said:
    mgdotnet‌ -- here is a quick demo of the idea. I am sure the same idea can be implemented in many different ways.

    Drag the green hero slowly around. You can barely see some semi-transparent photons being emitted from the hero. The photons can't pass through walls. When a photon strikes the enemy, it will turn and fire a bullet in the direction of the hero.

    Ha! That's great, coming from someone who normally conjures up some clever maths it's actually very 'brute force' :smile: great idea.

    I made line of sight project a while back, it was simply a single line drawn from the enemy to the hero, the line checked if it collided with any obstacles, if it didn't the enemy could 'see' the hero.

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