I'm working on a project like Oxygen Not Included and had to change a huge amount of stuff to make it work in a gravity collision environment. I've written some brilliant jenk and it works. Your solution doesnt work for my needs, but your solution is brilliant and elegant. I hope your account is still active and I wish you good things.
Thanks a lot man, I have tried platformer pathfinding like 5 times in the past but the jumping part was always wonky. Used the resources you mentioned, and now its (almost) perfect.
Hey great video. Not sure why you never continued the devlog. I would love to see more in depth on on the AI you made. I've tried doing something similar and so far the math has proved to be to difficult for my poor brain to get right.
I've been just way too busy with school and other hobbies that I've had to put the project on back burner until the summer. If you have any specific questions about the math feel free to ask, I don't know if I'll be able to help but I can probably point you in the right direction.
@@zachary_newsom Well just in general I was hoping for a big of code example and implementation. I've derived a lot of the formulas from the links you provided, but getting them all to work nicely together wasn't working out for me. I ended up backlogging it for now and came up with a simpler solution, but it doesn't do what I want it to. It would be amazing if you had a repo of some of the code to look at, but that's asking a lot I'm sure.
Very cool video. How did you go about testing for collisions along the jump path? I’ve considered using a series of box casts along the path but was wondering what you experimented with?
Damn, I was hoping this would be a tutorial, because I need a good pathfinding system, but I can't find one. all the others have bugs the creators never bothered to fix, or their channel is abandoned.
most likely you will not answer, but have you thought about the grid? I'm trying to set up A* right now and found a couple of use cases for ground creatures in the platformer genre. But I just started programming a couple of days ago, so I can't do much. In general, Grids can be configured with gizmos, wouldn't that be a more advanced option compared to point movement?
I've watched this vid several times now, hoping to pick up something new each time. Is there any way you can share your code for this elegant solution?
This is super sophisticated! This is exactly the kind of thing I wanna add to my game, I'm gonna try to mimic what I've seen here
I'm working on a project like Oxygen Not Included and had to change a huge amount of stuff to make it work in a gravity collision environment. I've written some brilliant jenk and it works.
Your solution doesnt work for my needs, but your solution is brilliant and elegant. I hope your account is still active and I wish you good things.
That's a super cool game mechanic. Thanks for sharing!
This devlog is better than my first devlog
Would really like a 2D Monster Hunter (referring to Capcoms bestseller - one of my favorite games). Do keep posting.
thanks for the excellent video
You came up with a similar solution to the one I'm using.
Thanks a lot man,
I have tried platformer pathfinding like 5 times in the past but the jumping part was always wonky.
Used the resources you mentioned, and now its (almost) perfect.
Please share the script 🙏
Would you mind sharing the code that worked for you?
This is really usefull, I was looking for a solution to this problem :3
Hey great video. Not sure why you never continued the devlog. I would love to see more in depth on on the AI you made. I've tried doing something similar and so far the math has proved to be to difficult for my poor brain to get right.
I've been just way too busy with school and other hobbies that I've had to put the project on back burner until the summer. If you have any specific questions about the math feel free to ask, I don't know if I'll be able to help but I can probably point you in the right direction.
@@zachary_newsom Well just in general I was hoping for a big of code example and implementation. I've derived a lot of the formulas from the links you provided, but getting them all to work nicely together wasn't working out for me. I ended up backlogging it for now and came up with a simpler solution, but it doesn't do what I want it to. It would be amazing if you had a repo of some of the code to look at, but that's asking a lot I'm sure.
Nice research!!
Very cool video. How did you go about testing for collisions along the jump path? I’ve considered using a series of box casts along the path but was wondering what you experimented with?
Thank you! Do you have a Github repo for this?
Good vid, very interesting
Damn, I was hoping this would be a tutorial, because I need a good pathfinding system, but I can't find one. all the others have bugs the creators never bothered to fix, or their channel is abandoned.
i really need that to
most likely you will not answer, but have you thought about the grid? I'm trying to set up A* right now and found a couple of use cases for ground creatures in the platformer genre. But I just started programming a couple of days ago, so I can't do much. In general, Grids can be configured with gizmos, wouldn't that be a more advanced option compared to point movement?
I've watched this vid several times now, hoping to pick up something new each time. Is there any way you can share your code for this elegant solution?
Good job!