Ai Car racing each other (Context Steering System Updated) | GODOT 4

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Levi Godard

Levi Godard

Күн бұрын

Пікірлер: 12
@maxiluaces505
@maxiluaces505 6 ай бұрын
awesome
@zakrzakr1395
@zakrzakr1395 6 ай бұрын
bro can you make a toturial how do you make this pleas i need it to my project....
@levigodard224
@levigodard224 6 ай бұрын
In reality, I don't even need to do a tutorial because Thalesr has already made one which is excellent kzbin.info/www/bejne/nJaQaX1tlLx0p5I&pp=ygURZ29kb3QgcmF5Y2FzdCBjYXI%3D
@lebweuh
@lebweuh 4 ай бұрын
@@levigodard224 i watched that too but i cannot figure out how can i create contextual steering like this
@williamauditore7027
@williamauditore7027 Ай бұрын
I am currently working on an AI system for my cars. The way I am implementing it is using a node attached to a pathfollow3D attached to a path3D. A script is attached to move the node according to the car speed. If it stops the node also stops. If the AI car moves behind it also moves behind. Then for the car. I am determining whether the object being followed is infront using dot product. If so car accelerates infront. Then there are raycasts on both sides detecting static body collisions. Obviously these are if elif statements. Then in case there are no detections. The last else statement determines how left or right the object being followed is using the cross product. Positive value means right negative value means left. Here one can use an absolute value of how left or right the car is to determine whether it turns. Otherwise the car doesn't turn. Currently that's where I am with my code.
@williamauditore7027
@williamauditore7027 Ай бұрын
For my case I am ignoring the y axis. Since I just need directions. So I am creating vector 2 variables then I do the calculations.
@lebweuh
@lebweuh Ай бұрын
@@williamauditore7027 that is not an ai that is brute-forcing your car to have an ai
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