PROJECT QUARANTINE - #14 - AI Showcase

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  • เผยแพร่เมื่อ 27 พ.ย. 2024

ความคิดเห็น • 29

  • @tmaskk
    @tmaskk ปีที่แล้ว +3

    This was really interesting, moving to/from cover and scanning the area definitely makes the A.I. look immersive, nice work.

  • @eeeeeeee543
    @eeeeeeee543 ปีที่แล้ว +1

    This is a great look into how the game is progressing, love the ui by the way

  • @ArtzzyKid
    @ArtzzyKid ปีที่แล้ว +1

    I have about 20 hours in the demo currently, but now i think its time for 20 more :)

  • @guimello00
    @guimello00 ปีที่แล้ว +1

    Have you guys considered variables that could make the AI attempt to find an alternate path, maneuvering around and attempting to catch the enemy from behind, similar to how players do? Perhaps you could incorporate a variable called 'danger' so that if the current path is too hazardous, the AI can seek a safer route.

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว +2

      We have something similar, we will try to make it more "obvious"

  • @tahmidhusseinjahin8026
    @tahmidhusseinjahin8026 ปีที่แล้ว

    Love it man.

  • @Mikester4411
    @Mikester4411 ปีที่แล้ว

    Looks great! How does the procedurally generated cover system effect performance, both when all of the cover points being calculated and generated, and when existing simultaneously in the world and being checked by every AI actor searching for one? Also how would it work in a larger environment, like how big of an area before you see any major performance issues? Plus if performance is an issue on large worlds, since it's generated procedurally can you just generate cover points in a radius around the player and remove any that you move too far from, or would continuously calculating locations and spawning/destroying them harm performance even more?

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว

      Hey :)
      So we generate the cover not in real time, we run the generation before we build the game and use static data. Therefore there is no performance impact even on bigger maps. AI queries cover via EQS which are generally also very performant, so no issue there either :)

  • @SurviveOnlyStrong
    @SurviveOnlyStrong 9 หลายเดือนก่อน

    Would be cool to know how is this procedural cover generation work?
    I mean how algorithm works to find such points.
    Great job!

    • @IncursionRR
      @IncursionRR  9 หลายเดือนก่อน +1

      It's actually a plugin from the marketplace that we use here. :)

  • @JohnDoe-pk8lc
    @JohnDoe-pk8lc ปีที่แล้ว

    ayoo that's neat goood jerb and all that

  • @dodoofdoom8516
    @dodoofdoom8516 7 หลายเดือนก่อน

    Are you planning for friendly Ai mates or factions?

  • @The_Real_Astrior
    @The_Real_Astrior ปีที่แล้ว

    what trying to launch the demo the window name is --> Test_C (64-bit development PCD3D_SM5)
    But I can't open it or close it :/ plz respond with help, as I am truely interested in the game.

  • @Mrheeheefish
    @Mrheeheefish ปีที่แล้ว

    I was just wondering but when will you be able to play with friends because I always find it more fun to mess around with my friends

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว

      We are working hard on the coop update :)

  • @obscurside3652
    @obscurside3652 ปีที่แล้ว

    is the steam demo playable in co-op with a friend?

  • @JorgulPro
    @JorgulPro ปีที่แล้ว

    i have not noticed, do they always stop to shoot? or do they also move while shooting?

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว +2

      No they don't stop when they shoot. They always keep strafing a bit

  • @gabrielmajorsky9532
    @gabrielmajorsky9532 ปีที่แล้ว

    1:41 it looks the wall. it should look entry points instead. is this GOAP? cool video man!

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว

      Yeah ideally that would be the case :)
      Sorry what is GOAP?

    • @gabrielmajorsky9532
      @gabrielmajorsky9532 ปีที่แล้ว

      ​@@IncursionRR Goal Oriented Action Planning. AI programming used in FEAR.

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว

      @@gabrielmajorsky9532 Well kind of yes. As you can see the AI also has goals & plans

  • @robrobusa
    @robrobusa ปีที่แล้ว

    What do you call this AI programming pattern? Is this goal oriented action planning?

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว +1

      We are using BTs with 3 layers for behaviour / goal / plan

  • @YourAverageAntifurry
    @YourAverageAntifurry ปีที่แล้ว

    I love this, EFT but PvE

  • @prozach493
    @prozach493 ปีที่แล้ว

    Is one person developing this?

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว +1

      7 in total :)

    • @guimello00
      @guimello00 ปีที่แล้ว

      ​@@IncursionRRgreat job! The whole team or only devs?

    • @IncursionRR
      @IncursionRR  ปีที่แล้ว

      @@guimello00 We have one programmer (me :D ) and the rest of the team is doing animation/ level design/sound and community stuff :)