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Having issues with my godot ai pathfinding been at it for a week now, feel like a failure....

Comments
  • 1
    ๐Ÿฅž.

    Ask for help if you're stuck.
  • 2
    What's the issue you're seeing?
  • 5
    The sheer fact that you're seriously trying to develop a game proves you're not a failure to me.
  • 3
    @Ranchonyx thanks bro I very much appreciate the moral support๐Ÿ‘
  • 2
    @MammaNeedHummus they smash against the surface walls then split off to the player I need to redo it from scratch and try again!
  • 5
    There is a telegram chat for Godot if you need some real time help.
  • 3
    AI is hard and pathing is hard. Plenty of AAA game devs never get both working reliably.
  • 0
    @Oktokolo Could you elaborate?
  • 0
    @Raidhunters could you de-incentivise the wall smashing behaviour by making it reduce the fitness score (am only a layman to neural net generation)?
  • 2
    @Raidhunters I have more than thirty years of experience playing realtime strategy and action role playing games. I have probably seen all there is to see when it comes to bad AI and bad pathing - including the progress from the very start to the current state.

    Despite a lot of improvements over the decades, henchmen and enemies still get stuck on geometry and still act pretty stupid when it comes to combat.
  • 1
    @Oktokolo hahahaaa wttfff that's hilarious, I feel better
  • 0
    For starters put colliders around level geometry, make the colliders either bigger than the geometry (to act as a buffer), or smaller than your geometry (to act as a buffer).

    Check your collision groups on your colliders too.

    Also you wrote "they smash against the walls".

    What does? Enemies? bullets? Random level geometry thats not anchored down?

    Its been two weeks so I assume you solved this problem, but if not, let us know.
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