![]() ![]() (Of course, the alternative solution would be to cover all the walls with block boxes, and that would achieve the same result while involving fewer active objects. There's apparently something interesting going on with the physics regarding static entities that let players walk through them when they wouldn't be able to with entities. The reason for this is because apparently at the high movement speeds required for Wolfenstein 3D, if the player is sprinting, they will walk right through anything that isn't a blocking entity. (Another thing that I had to recreate.) I also upgraded the A* pathfinding to allow for diagonal movement.Īnother thing I had to change that I didn't expect to is all the walls on the map have been converted from static objects to entities. In the Path state, the enemy is also intelligent enough to detect when it's standing in front of a door and will open it before walking through. Path is the idle patrol state, where the enemy follows a predefined patrol path. Stand is what it sounds like - the dude is just standing there, waiting for something to happen. (I wonder how many other things I'm going to have to make from-scratch custom versions of before I'm done.)Īnyway, in this video there are two states: Stand and Path. The way I had to do it meant that I had to create a custom state machine implementation as well. Like I said in the previous update, I had to create a custom pathfinding implementation. Here we have the beginning of enemy states.
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