Open bradley-mcfadden opened 2 years ago
This probably wouldn't work without significantly slowing down the library. Instead, I'll stick with my original FSM implementation for states, which should work better now that collision is fixed.
This might still be worth testing if agents with very irregular polygons can be added. Currently, there's a distance check between neighbours that just uses point distance and the circle's radius. Instead, a change could be made to use a raycast. That would probably allow it to work.
The GDQuest framework of steering, following, evading behaviours is far better than mine and would simplify the Enemy AI. Play around with the demos, and incorporate pathfinding nodes into the worm and the enemy AI.