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This is different from what we had planned for part 3, but we think it will make the actual AI implementation easier in the end. This part will be going over generating path data from a mesh. We will have the next part setting up and explaining the A* algorithm up in a few days. We made this separate since we don't think most people who use the game engine are familiar with accessing mesh data.
submitted: 5 years and 3793 days ago
In the first part of this tutorial we went over the basics of how to make the ai follow a path. We gave the ai the path to follow, which is fine for set patrols, but what if we want the ai to go to a point from where it currently is? We need a path finding algorithm. In this tutorial we will be making a pathfinding algorithm that will find a path from one node (waypoint) to the next. We reccomend reading the first part if you haven't already.
submitted: 5 years and 3793 days ago