#Dilemma of a Samurai

1 messages · Page 1 of 1 (latest)

low bridge
lament valley
#

oh i see

#

you'll need some sort of pathfinding to validate if the enemy can actually reach the player or not

#

i haven't done ai but there are a lot of tutorials for 2d platformer ai

low bridge
#

is there no other way than doing pathfinding. I am doing it on mobile so don't want to put some strain on the performance

lament valley
#

yeah the less work (maybe not in the long run) method would be to expose a property on the player for which platform they're on

#

and in the targeting the enemy would compare that to the platform they're on

low bridge
#

they are not exactly a platform but patch of land with different height so they can't be different

lament valley
#

yeah i'm not sure of a way to do that without some sort of pathfinding system

#

performance wise there are very optimised methods for this so it wouldn't be completely out of question for a mobile game

low bridge
#

i see.
another question i made a empty project with nothing in it. The build target platform is android. Even though there is nothing in the scene(completely empty), in the profiler for the scene there is a 5 % playerLoop is it normal

lament valley
#

i'm not sure i haven't used the profiler much

low bridge
#

i will ask that on the regular channel

#

do you know anyone who has done platformer AI extensively.
I could ask some questions

lament valley
#

i think bradent has a series on complex enemy behaviour and he's got a server