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Game AI Pro
https://ift.tt/1oAx52B
About 0 Minutes
All book chapters are free to download.
Enjoy!
-Steve Rabin, Series Editor
The third volume in the Game AI Pro book series (publish…
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Hello,
I’m encountering an issue with generating a DynamicNavMesh in Recast4j, particularly when placing colliders at the boundaries between tiles. I’ve been testing this using the DynamicUpdateToo…
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Hello! Today we are launching a beta branch of TF2 that has support for VScript in the `vscript_test` branch.
This is a big issue to collate feedback from Mappers/Server Hosts for the TF2 implement…
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Related to https://github.com/stoneharry/mmaps-for-custom-maps?tab=readme-ov-file#recast-debug
>When opening Recast Debug, on the rop right under Sample select Tile Mesh. TrinityCore only supports …
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I have a player gameobject placed on a navmesh with NavMeshSurface2d rotated -90 on X just like the WIKI says. When the "game" starts the z of the transform holding the player gameobject is set to --0…
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Hi, I'm using this plugin to handle characters movementation, so far it's have been very usefull, so first, thanks for provide this!
Now, I have two questions about the configuration, first, …
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**Issue by [Wiggo32](https://github.com/Wiggo32)**
_Tuesday Feb 27, 2018 at 22:43 GMT_
_Originally opened as DarkstarProject/darkstar - Issue 4600_
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**_I have:_**
- [x] searched existing…
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a while back i did away with the ShouldCollide hook for several reasons and replaced it with collision groups. main one being that players could enter the zombie spawn and trust me, they do that a who…
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I'd like to see things implemented in MAX to accommodate flying enemies - drones, dragons, soldiers with jet packs, etc.
Current AI relies in the nav mesh, which will be cut off by a wall, etc. How…
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When I add the package into my project I can't see the navmesh because the gizmo seems to be broken.
I also see following error
`NullReferenceException: Object reference not set to an instance of a…