AI Spacing
The issue I ran into finally adding multiple AI racers from my single AI testing is that they ended up cluttered up all the time because they have the same goals and points around the map. This made it hard for each AI to move because they are stuck together Demonstration image above.
The way I decided to fix this issue is by adding a collider that scans cars in the front half of the AI’s car space. this was a bit of a difficult challenge due to this scanning itself, not scanning only in the red area Demonstration image above, and scanning the correct things. I fixed this by just finding the angle in where the AI is facing and where the other car is and if its behind the angle then they don’t have to respect cars behind them but only cars in front and beside them. This made them look more natural of a player and like each AI had their own destination and respects each racers space Demonstration video above.
Published By: Christian Camargo-Cortez Date: 4/19/2024
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Networking the AIMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024
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