Sunday, November 29, 2015

Day 98: Death From Above

Today was the day that AI finally gets built in. The ant itself is a bit of a workaround; the AI controller requires a character class, which means a skeletal mesh with specific animations. For now, I put in a human character and made him invisible, rendering the ant a menacing foe:


As for the movement, vertical traversal is a tricky thing with Unreal. Technically, the engine offers nav link proxies, or points where one can exit the navigation mesh for a short time. This constrains the jump points to certain points but allows a specific to/from movement that allows ledge jumping:


As for the to-do? The ant is affected by gravity wells and time dilation, but I have to figure out a way to disable the character movement so it can float like a good (pink?) object.


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