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Post by hamzah on Sept 22, 2017 12:08:03 GMT
I was also about to start working on my AI solution for Zombies which include -hear and search -hunger management -ragdoll reanimation -damage based on body limbs .. etc I have written only these behaviours down as of now. Any Suggestion will be really appreciated!!! It will be tightly integrated with UFPS and Invector TPS Shooter/Melee
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Post by tharindu on Sept 22, 2017 13:40:42 GMT
Interested in seeing the hear and search happen. The rest is already possible with Invector. Difficult stuff for sure though.
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Post by hamzah on Sept 22, 2017 13:50:38 GMT
Interested in seeing the hear and search happen. The rest is already possible with Invector. Difficult stuff for sure though. Yaaa, I just realised that there's not a single ZOMBIE AI on the asset store and I need it badly for my game. But I think it will be taking more then 48+ hours of non stop coding lol :P
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Post by tharindu on Sept 22, 2017 13:57:40 GMT
Haha xD Invector still couldn't do it in a release worthy state, so, good luck :D
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Post by hamzah on Sept 22, 2017 14:57:35 GMT
hehehe :P :P :P
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Post by Deleted on Sept 22, 2017 14:58:35 GMT
Awesome!!! :D :P
Cheers! NukeRaspberry
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Post by sickscore on Sept 22, 2017 15:53:19 GMT
Off-topic: Currently I'm a bit short on time due to some pre-tests for my master degree course which begins in a few days. So don't mind my current silence. I'm still reading posts and answering questions ;)
Rope-Suggestion: I did some really nice 3D rope physics for another project, but I can rewrite it to work with Invector's TPC, if you guys interested in that.
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Post by tharindu on Sept 22, 2017 16:23:02 GMT
Off-topic: Currently I'm a bit short on time due to some pre-tests for my master degree course which begins in a few days. So don't mind my current silence. I'm still reading posts and answering questions ;) Rope-Suggestion: I did some really nice 3D rope physics for another project, but I can rewrite it to work with Invector's TPC, if you guys interested in that. I am really interested in the 3d rope physics part to be honest. As long as it's not the approach where a lot of rigidbodies are chained to one another. I was trying a few things to make the zipline a rope instead of a straight cable
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Post by Deleted on Sept 22, 2017 16:47:53 GMT
Ooooooooih yeah XD!!! :D
Cheers! NukeRaspberry
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Post by sickscore on Sept 22, 2017 17:18:41 GMT
I am really interested in the 3d rope physics part to be honest. As long as it's not the approach where a lot of rigidbodies are chained to one another. I was trying a few things to make the zipline a rope instead of a straight cable Nope, I used 4 million high-poly 3D ant models "glued" together to get a rope-like approach XD Actually I used joints as a base, so it bends naturally and has bend limits. The rope-climbing is basically just climbing the vertex positions of the rope joint mesh thingy. Can't remember, how I exactly did it...just that it was a really good looking result (and performant aswell)
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Post by hamzah on Sept 22, 2017 17:24:05 GMT
Nope, I used 4 million high-poly 3D ant models "glued" together to get a rope-like approach I shit my pants when I read that
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Post by sickscore on Sept 22, 2017 17:27:00 GMT
Nope, I used 4 million high-poly 3D ant models "glued" together to get a rope-like approach I shit my pants when I read that Some zoomed-in footage of the rope model...
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Post by tharindu on Sept 22, 2017 17:45:11 GMT
I shit my pants when I read that Some zoomed-in footage of the rope model... lol. that's exactly the approach I was talking about. the rigidbodies give the weight and the sway, the joints keep the physics intact. The only downside of the approach was that I couldn't use two endpoints. Only one endpoint.
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Post by Deleted on Sept 22, 2017 17:47:57 GMT
I shit my pants when I read that Some zoomed-in footage of the rope model... That sounds like progress (especially on those ants to haha)!!!! :P Cheers! NukeRaspberry
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Post by sickscore on Sept 22, 2017 18:34:24 GMT
tharindu, why can't you use two end points? See it as array of joints. Each joint has the info of it's adjacent joints, so you can have 1 or 2 end points, depends on how you handle it within code.
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