userIan Hendersoncancel
branchrust_reboot/main/naval_update/scientist_boat_aicancel

19 Commits over 31 Days - 0.03cph!

6 Days Ago
Much better avoidance results - higher speed in general
6 Days Ago
manifest
6 Days Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
6 Days Ago
naval_update -> scientist_boat_ai
8 Days Ago
naval_update -> scientist_boat_ai
18 Days Ago
Test scene changes
18 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
18 Days Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)
19 Days Ago
Very simple, half working obstacle avoidance
19 Days Ago
Add classic boat wandering state
19 Days Ago
naval_update -> scientist_boat_ai
20 Days Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
21 Days Ago
naval_update -> scientist_boat_ai
21 Days Ago
bow and stern points
21 Days Ago
AI always ensures boat has enough fuel
21 Days Ago
AI makes sure the boat is started Ensure State data gets a reference to the MotorRowboat, not the BaseVehicle
21 Days Ago
Huge cleanup of Vehicle AI architecture Test idle state Setup BoatAI as an ent Prefab warmup
21 Days Ago
More implementation cleanup Boat AI object BaseEntity which will be toggled on/off depending on if there are any NPCs on the RHIB Injects steering and gas pedal into the BaseBoat class
21 Days Ago
Ensure the correct detla time is caclulated for between each ai update Flesh out the AI Input provided interface with some OnAdd and OnRemove methods BaseBoat injects steering and gas pedal into the AI's tick method