#Project Resonance
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Looks really cool
Headcrab Zombie AI system for Project Resonance:
-Dynamic swarm intelligence
-Throwable object attack: throws objects marked as throwable around the player for attack purposes and makes sure that no other zombies in the swarm do this
-Priority selection between throwing and attacking the player
-Dynamic path devistating according to the swarm (to prevent collisions within the swarm and create a more realistic appearance, zombies choose their path so that they do not hit the surrounding zombies)
-Written entirely in C++ and no behavior tree used (performance friendly, 100+ NPCs can work at the same time)
-Realistic rotation lerp system (Unreal's default move to system adjusts the rotation aggressively, here the rotation is changed smoothly
You got the usps pistol perfect… is it possible to add more motion blur to the combine ball specifically?
This is a fully root-motion-based movement system for AI characters. It doesn’t use traditional velocity or movement input instead, the character moves using directional animation montages, step by step, following a navigation path.
The system calculates a navigation path to the target location using Unreal Engine's Navigation System.
The path is broken down into points, and the character moves from point to point using appropriate root motion animations.
Each direction (forward, backward, left, right, and diagonals) has its own animation montage. Based on the angle between the character’s current rotation and the next point, the system chooses the right animation.
The system blends smoothly between montages and avoids restarting the same animation unnecessarily. If the next direction is the same as the previous one, it continues without interruption.
The character can occasionally look at the next target point, with smooth rotation using interpolation. This behavior is randomized to make AI feel more alive.
There’s built-in obstacle detection using line traces. If something blocks the character’s way, the system triggers a repath to find a new route.
The character stops moving when it reaches the final point or gets close enough (within a set distance threshold).
Animations are queued and timed precisely. When one animation finishes blending out, the system automatically plays the next one.
There’s also internal safety like recursion limits and timer management to prevent infinite loops or stack overflows.
This setup gives you half life 2 quality AI movement, especially useful for NPCs that need to move with personality, weight, and realistic body motion like zombies, soldiers, or citizens.
Note: I added root motion and root bone for half life 2 animations with blender script, this script copy's pelvis bone's target direction movements and paste on the root bone after deletes this movement keyframes in pelvis animation data (pelvis is not completely removed just removes location changes) and this solves the foot sliding issue.
this is one of the most impressive things ive seen around here
Looking good 🙂
Amazing
Headcrab Zombie finally finished
Looks awesome man
I improved HUD and weapon offsets also added circular movement to weapon sway system
Source like crouch jump added (before jump performs a check for detect any obstacles front of player if true performs auto crouch when mid air and uncrouch before land)
Zombie ai optimized very well (scene can handle over 50 zombie's in runtime)
Added burning mechanism to zombies and other actors(player)
Sawblade entity added (it can split zombies)
Explosive entitys added (blows with damage or hit force)
Physics cannon's claw open system implemented (claws opening when you look at interactable object)
Ammo box entity added (with valve's destruction mechanisms)
And more stuff...