3 ms·
Well, the world is destructible, so when there is a small hole (of dynamic size) in a wall, then a enemy bot should really only see the player, if there is no r
by hutzlibu 3y ago
Well, the world is destructible, so when there is a small hole (of dynamic size) in a wall, then a enemy bot should really only see the player, if there is no rubble blocking the path.
Meaning tiles are waay too big for my simulation and raycasting the most straightforward way, also some enemies can evade projectiles and obstacles, but also have to scan them first.
And it works already the way I want it. It could just be more performant, so more details and realism would be possible.
- rcme 3y agoAnd, additionally, raycasting should just work in a good game engine. “You don’t need raycasting” is a seriously weak argument.
- hutzlibu 3y agoYes. I just expect raycasting to work allmost as good as possible, not on 50% to become a unnecessary blocker. But they say, they are going to fix it with some priority.