Hi,
Probably a beginner question, but I would appreciate some guidance / direction on the following:
Current setup (what is working):
- Chaos based vehicles
- AI-based enemies
- EQS query to determine list of enemies
- Algorithm to select the target enemy based on rotation / speed / DOT / …
- “Move To” functionality
- Raycast to determine stuck situations and get unstuck
- EQS query to determine list of enemies
The above is based on an empty playing field without any hazards (beside the cars).
I did some test with pathfinding, for dynamically moving hazards in the playfield and this works, sort-of. My main issue is that, although there is a path found to wherever the enemy is, it is most of the times suboptimal because it doesn’t take into account the direction/rotation/speed of the two vehicles during calculation.
I have been looking at the custom pathfinding solutions online, but I’m having a hard time to see on how I could add the direction/rotation/speed part by just overriding some pathfinding logic.
Any ideas / examples / resources that have a similar setup?
Thanks,
J.