my testing method of “put a bunch of em down, see what goes wrong then
try and fix it” is working pretty well, even if it looks like chaos.
this is my third version of a way to move AI - first I tried using unity’s built in pathfinding but that wouldn’t work for procedural environments. then I tried using the A* pathfinding project for unity, which is free and good! but overall too much for what I need. so I decided to just write what I needed myself, as well as giving playmaker a go (which I never have before, and it seems very useful and good!).
there’s a fair bit going on here but the simple simple version is:
- an AI gets a new position in front of it (newPos) by a set distance (jumpDistance)
- newPos is re-positioned to match the height of the ground above or below it
- if newPos is behind or in front of something else by the width of the AI’s model, reposition newPos to be in front of it enough that the model won’t clip through it when moved to it
- some stuff making sure the peak of the jump is positioned above a rise so the model doesn’t clip through anything while moving to newPos, otherwise the peak of the jump is half way between the starting positon and newPos
- some other stuff making the peak of the jump be half way between the starting pos and the adjusted newPos if it was moved in front of something
- jump to newPos! move to the peak of the jump then back down to newPos
- check if there’s something in front of it’s new position, and if there is, try turning left, then right, then backwards. then start over by getting a new newPos!
this is all for if the player is not inside the same room as the AI - if they player is around then their newPos becomes jumpDistance towards the player’s position instead of directly in front of the AI, and they turn to face the player constantly so don’t need to do turn checks left/right/back when an obstacle is in front of them
I haven’t got them aligning to slopes yet so I’ll do that next!
DD9 Garak and one of his coats, for Tinsnip, who wanted a diagram~
If it’s not big enough to read, I can upload the bigger one somewhere!
Random Deep Dish Nine Julian-crashes-on-Garak’s-couch overnight doodle for Tinsnip, who is one of the finest enablers I’ve ever met.
tinsnip replied to your post: Feeling literary tonight. Drop a prompt in my ask…
sonnets are AWESOME and i am a DORK so write about how root beer reflects the Federation go go iambic pentameter!
This was fun to write! DORKS UNITE.
Upon the station christen’d Deep Space Nine
From to hasperat souffle to sweet Kanar
The locals loved to eat, to wine and dine
They savored luxuries from near and far
‘Twas but one drink, which Quark’s establishment
Could not condone: this thing was called 'root beer’
And though Quark paid no latinum in rent
He would not let the Hew-mon beverage near
“'Tis cloying, sweet, and awful!” Quark did spit.
“Star Fleet will make Hew-mons out of us all!
"They want us from Ferenginar to split
And this 'root beer’ is their sweet siren call!”
And lo, his prophecy in some small measure
Came true–to Nog’s great joy and Quark’s displeasure.
The lovely and talented tinsnip wrote “you are receding” and I couldn’t get it out of my mind. It kept haunting me. So I started to draw, and it morphed into a short comic. I would recommend everyone go read it and have feelings and die a little inside. Of course all words from this comic are credited to her.
This commission is a gift from tinsnip to cosmictuesdays inspired by a conversation they had about Deep Dish Nine Julian in some extremely loud pjs. Elim is still deeply fond of him, it turns out, horrific though the spectacle might be~
Here is a commission post, though I’ll be revising that info soon!
Garak….I mean…what’s that number even called?
One day I’m going to be at Goodwill and see a 70s winter jacket that looks just like this.
*puts intension in this wish*
I’ll get back to you on this.






