Post AMcAy7XqtGHALRKEDo by distractedmosfet@fosstodon.org
(DIR) More posts by distractedmosfet@fosstodon.org
(DIR) Post #AMc73riUFmA5AsmdV2 by safiuddinkhan@fosstodon.org
2022-08-17T08:47:06Z
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Well the pathfinding is working kinda.. But my enemy gets stuck around the pillar a lot.. I don't know whats the issue.. using the new Navigation engine of Godot 3.5
(DIR) Post #AMc7HhbOegIZrM45ZI by syscrash@linuxrocks.online
2022-08-17T08:49:37Z
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@safiuddinkhan The guards in Link to The Past do the same thing.
(DIR) Post #AMc7NDWbOXfqJWS5Zo by safiuddinkhan@fosstodon.org
2022-08-17T08:50:38Z
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@syscrash oh! ok.. i will check myself also ... I am trying to copy the mechanics of link to the past.. if so then be it.
(DIR) Post #AMcAy7XqtGHALRKEDo by distractedmosfet@fosstodon.org
2022-08-17T09:30:52Z
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@safiuddinkhan What's the nav mesh look like? It certainly looks like a text book case of "agent is wider than the width used by the nav mesh".Honestly getting physically simulated agents to perfectly follow a navmesh path can be a real pain. In my current prototype I plan to try out an approach where the navmesh is actually the authority on the enemy collisions with the world, so any path can always be followed, perfectly and simply.
(DIR) Post #AMcMDa4cCg7gfDDyme by dj@rojogato.com
2022-08-17T11:36:59.011580Z
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Check yourself before you wreck your self. 😜
(DIR) Post #AMcZ7jD4cWgkfNiivI by apgarcia@fosstodon.org
2022-08-17T14:01:34Z
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@safiuddinkhan this looks sweet, safi!