Questions tagged [movement]
A simple term for "translation", the change of position of an entity typically on the route of going from point A to point B.
1,058 questions
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How to adapt the Anya any-angle pathfinding algorithm to handle non-discrete start/target positions?
Recently, I have been investigating the Anya pathfinding algorithm.
Anya is an optimal any-angle pathfinding algorithm.
However, it works only with discrete points on the grid.
Here is an excerpt from ...
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Should I use UDP to create a movement logic like League of Legends?
These are features of my game.
You can only move by clicking the mouse like LOL.
30~50 players can play at a time. (So the game map will be larger than LOL)
No jump
Should I use UDP to update client'...
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Have enemy move toward player when spawned
Have an basic enemy prefab that when spawned, I would like it to lock to player and move toward them, with smooth rotation. However, as you can see in this video, the enemy initially moves away from ...
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Simple Party/Player Movement for Top-Down RPG
So, to keep it short, I am developing a simple top-down RPG. The player (and party) can only move in 4 directions. Seems really simple, but I have not been able to find a good answer on how to ...
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How to make an object rotate in local space then translate in world space using Raylib?
I'm trying to make a rubber duck move along the surface of a round 'world' - I should be able to rotate the duck on it's local Y axis and then move the duck forward, with the duck following the ...
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Player's speed staying constant
I'm having a problem with the code below. My player is always moving at the same speed. Even if I give my boast variable a very small value, the speed remains same ...
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3D Dark Souls lock-on code: Player moves around target in a spiral, not perfect circle
I'm working on a 3D game in Unity that requires lock-on, or Z, targeting found in games like Dark Souls and Legend of Zelda: Ocarina of Time.
The code that I have achieves my intended goals fairly ...
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How to make movement relative to player rotation using Rigidbody.AddForce() in 3D Unity?
I'm making a 3D game and I was trying to make movement relative to player rotation for several hours, but I failed. Here's the code, maybe I made a mistake there. Also, player doesn't rotate.
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How to make an enemy able to walk on walls in Unreal Engine?
I'm working on my 1st title called Infernal,
and I'd like to make the enemy able to walk on both ground and walls.
For exemple: let's say the enemy is running towards the player and he gets shot. ...
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How determine whether a quad of a grid mesh is too steep to move onto, without using a NavMesh?
Godot 4.1
Assume we've got a simple, 100x100 cells grid-based generated mesh that will serve as the game's level:
This mesh is exported as either .obj or .glb and imported in Godot.
The player (...
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How to properly predict movement on a server authoritative game
I've been developing games as a hobby for a few years now and one thing that I like to do is to replicate games or a specific mechanic about them to understand how they work. I am sorry in advance ...
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Improving local collision avoidance to navigate around large obstacles
For my collision system I’m using a boids-like method that works fine for "small" obstacles (like other characters) where the character can turn slightly left or right to avoid the obstacle ...
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Need help controlling a 2d rocket to reach target positions at velocity vector constraints
The problem:
I have a rocket in a 2D space game that can apply force forwards and apply torque to turn. Now I want this rocket to reach a target point in the x,y coordinate system with a certain ...
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Are there any games where movement tricks (e.g wavedashing) have unpredicability to them and don't have 100% clear steps for reproduction?
I'm making a game where the main movement mechanic is that you drag your mouse to make the character move. The character is a fish flopping on land. The game is a 3d-platformer. So you drag or flick ...
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Adjusting unit orientation to the terrain
I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I ...