
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: 93 days ago
submitted: 93 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: 93 days ago
submitted: 93 days ago

Want to learn how to make a really cool retro-circle sparkling magical dust effect using Blender’s partial system? You can in my first ever video tutorial! Sorry if my voice is bad. Nothing I’m proud of
submitted: 137 days ago
submitted: 137 days ago
0 comment(s) | submitted by: Guest | Views: 174

Depending on how detailed you want your model will kind of dictate how far you have to go on the UV Mapping. If your model is mostly just a front and back, like the sword, you can get a way with the way we did the sword model.
If it's more 3 dimensional, like a pistol, animal, etc. You'll have to do some more work.
submitted: 150 days ago
submitted: 150 days ago
0 comment(s) | submitted by: Guest | Views: 161








