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The sheer fact that you're seriously trying to develop a game proves you're not a failure to me.
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@MammaNeedHummus they smash against the surface walls then split off to the player I need to redo it from scratch and try again!
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AI is hard and pathing is hard. Plenty of AAA game devs never get both working reliably.
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@Raidhunters could you de-incentivise the wall smashing behaviour by making it reduce the fitness score (am only a layman to neural net generation)?
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@Raidhunters I have more than thirty years of experience playing realtime strategy and action role playing games. I have probably seen all there is to see when it comes to bad AI and bad pathing - including the progress from the very start to the current state.
Despite a lot of improvements over the decades, henchmen and enemies still get stuck on geometry and still act pretty stupid when it comes to combat. -
For starters put colliders around level geometry, make the colliders either bigger than the geometry (to act as a buffer), or smaller than your geometry (to act as a buffer).
Check your collision groups on your colliders too.
Also you wrote "they smash against the walls".
What does? Enemies? bullets? Random level geometry thats not anchored down?
Its been two weeks so I assume you solved this problem, but if not, let us know.
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