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by kaibee
444 days ago
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Not OP but hobby gamedev here: Yes, but that's why ~~good~~ fun enemy AI for games is both an art and a science. My approach is that the path from the pathfinding algorithm is just a known good solution. The path the agent gets back from the algorithm doesn't have to be just a list of Vector3's for the window centers. It could get back a list of each window quad instead, and then aim for a random point in the next quad shifted by the distance between the two quads. You can also do some raycasts from each agent occasionally to do local-avoidance-type behavior (which you'll likely have to do anyway so that enemies spread out a bit and avoid non-static geometry). |
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To that end, you could always encode the rule of what side of a window to aim for? Something you probably want to do if you are going to be aiming for bidirectional agents going through them?