Freelancer: matiasarroyohect
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Working on Tank AI

At this moment I am finishing the project: Pathfinding using my own A* implementation that works perfectly with WheelCollider - Done Simulation of the movement of the tank -Done The tanks go to the target and return to the base - Done The tanks attack nearby enemies - Done Recover the flag- working on it Defend the base- working on it Creating a prototype - working on it Effects - working on it Documentate - not started yet The terrain and Tanks were downloaded from the asset store, since I don't know the style you like for the game I used a low poly pack I found. Please tell me if you have any special requeriment.

Participación en el concurso Nro.3 para                                                 Tank AI Unity plugin for my game
Participación Nro. 3

Tablero de aclaración pública

  • matiasarroyohect
    matiasarroyohect
    • 5 años atrás

    I am happy to know that you like the prototype.
    About the raycast, when I added the sensors I checked with 50 tanks and there was any problem.
    Anyway, each tank has 6 sensors, but not all are checked and depending on the use of the tanks that you are doing in your game some some of them can be removed.

    Of course, if I win the contest I will try to help you the best I can.
    On the other hand, even if I dont win, could you please leave me good coments in my page? I worked very hard in this.
    Thank you very much.

    • 5 años atrás
    1. matiasarroyohect
      matiasarroyohect
      • 5 años atrás

      Thank you very much, I am happy to know that you liked it, I will prepare the documentation with a tutorial and send you tomorrow.

      • 5 años atrás
    2. vw1760047vw
      Organizador del concurso
      • 5 años atrás

      alright thank you!! Remember i need it as unity package so that i can easily import it in my project. Moreover upgrade your unity to the latest version!! Cheers :)

      • 5 años atrás
  • matiasarroyohect
    matiasarroyohect
    • 5 años atrás

    Yes, I am using raycasting for the sensors.

    I finished the behaviour and the exe file of the prototype can be downloaded here: https://drive.google.com/file/d/1kC3B_IdNHYeTTgCJsQXWgssixM67uvCW/view?usp=sharing

    Hope you like it, I am sorry because there are no effects and the user interface is not looking very good but I used all the time in improving the AI.

    • 5 años atrás
    1. vw1760047vw
      Organizador del concurso
      • 5 años atrás

      Don't worry about the artistic look. I want the core to be good. If you are using raycasting often, won't it kill the CPU performance. What if there are 20 AI Agents using raycast?

      • 5 años atrás
    2. vw1760047vw
      Organizador del concurso
      • 5 años atrás

      I checked the exe its good. I liked the waterfalls and the graphic look .... If you win the contest, could you support this plugin if something goes wrong?

      • 5 años atrás
  • vw1760047vw
    Organizador del concurso
    • 5 años atrás

    that's nice.. regarding the sensors, are you using raycasting?

    • 5 años atrás
  • matiasarroyohect
    matiasarroyohect
    • 5 años atrás

    I'm happy to know that you are pretty satisfied.
    About the obstacles, the tanks have 5 sensors to detect if there is something near and try to avoid. If there is another tank near this sensors will detect it and try to avoid and slow down. Of course, if there is no space to move the tank will stop and wait until there is space.

    I think using this sensors is the optimal way to do it, since generating a new pathfinding map with the obstacles and finding new path all the time will be a very high cpu cost.

    • 5 años atrás
  • vw1760047vw
    Organizador del concurso
    • 5 años atrás

    I ran the executable,i am pretty satisfied with it. Also please take note of the Dynamic obstacles like other tanks standing on the way or bridges. I hope you understand my context!

    • 5 años atrás
  • vw1760047vw
    Organizador del concurso
    • 5 años atrás

    dont worry about the effects. just the navigation and the behaviour are the main components

    • 5 años atrás
  • matiasarroyohect
    matiasarroyohect
    • 5 años atrás

    All the movement depends on the wheel colliders so if the slopes are not to big there will not be any problem to drive on it.
    About the deep slopes, you can set the deep slopes as unwalkables (with a tag and layer) and the pathfinding system will avoid them, also, I added sensors to the tanks to be more sure that they can avoid obstacles so if you put a trigger collider on the deep slopes it will ensure even more that the tank avoids them.

    You can download an exe file of a small demo of the first behaviour (taking the flag and going back, fighting enemies)
    https://drive.google.com/file/d/1kC3B_IdNHYeTTgCJsQXWgssixM67uvCW/view?usp=sharing

    I working on the other behaviours so I disabled them on the demo, also I am sorry but I could not add the effects yet(tank destoyed) since unity is giving me some errors when I work with particles.

    Hope you like it and tell me if there is something you dont like.

    • 5 años atrás
  • vw1760047vw
    Organizador del concurso
    • 5 años atrás

    Yours is a flat terrain. Mine has slopes as well. some slopes are small that the vehicle could drive on it and some are deep that the vehicle could not drive on it.

    • 5 años atrás
  • vw1760047vw
    Organizador del concurso
    • 5 años atrás

    Looks Good. Could you please send me a video or exe of it?

    • 5 años atrás

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