Game AI: How to implement a basic deathmatch shooter

That went off-topic pretty fast :smiley:

I suggest we move unrelated stuff into separate topics in the future to keep this… topical :palm_tree:

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Perfect! :clap:
I will study the code to learn.

I observed that
When walking and leaning against the wall, he stops.

@Usnul I see no discussions or posts that are unrelated to the topic. :confused: I think we have stayed reasonably on-topic for the forum format.

Congrats! looks very polished and profesional :slight_smile:

one question, how is the cost table calculated? do you use a plugin for blender?

i wonder if there is something like GitHub - recastnavigation/recastnavigation: Navigation-mesh Toolset for Games for JS

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The NavMesh was computed in Blender, the cost table computed once with Yuka (after the NavMesh was imported) and then exported as JSON.

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This is so Dope!

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Awesome and inspiring!

@Mugen87 Hi, thanks for your work.
Amazing library and demo. I’m impressed and trying some game with YUKA lib.
There is a question, if you could add ‘Jump’ mechanic for Bots, where it must be placed? as goal or subgoal or even something else ? During ‘Jump’ bot able to Attack (Shoot).
I’m working on some AI on my game, and thinking where i should place, i have idea to do it as separated ‘*system’ , but not sure it’s correct.

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If the bot should only jump in specific cases e.g. while attacking, I would put the respective logic in the goal e.g. AttackGoal. You could randomly trigger a jump in the respective execute() method in combination with a timeout (so that the bot does not jump too often).

If the jumping should be an integral part of the bot’s movement so that the bot can jump over obstacles, it should probably be part of the bot’s steering.

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This is really cool

Awesome! I would love to work with you guys on stuff like this! Contact me if there are any opportunities! https://www.shanebrumback.com