If you get no hits, that means no other object intercepts the line of sight, and the destination point is visible.ĭoing it this way lets you control the sensitivity, by choosing which bones to test, and setting a threshold for how many exposed bones are needed to count as visible/shootable. You don't need a collider on each bone to do this you just need to do a raycast with a fixed length, or a point-to-point linecast. (We also evaluate lighting per bone, so they only detect you if they can see enough of you in the light) When an AI is performing a detection check, we fire rays to selected bone positions in Sam's animated skeleton, and tally up how much of him is visible. In Splinter Cell games, for instance, AI can detect Sam's individual body parts. This isn't common in all shooter games, but some do go to this level of detail.
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