wasd to move left and right arrows to look, hold e and w or s to sprint ai sensing physics: when the ai senses you (standing in fov, press 0 and 1 to toggle the fov visibility), it will chase after you. when it doesnt see you, it will wander untill it does. if the ai glitches you are able to drag him with the mouse hey you! yeah you! do you like no lag? well then, visit this page for a non laggy version!: https://turbowarp.org/660481099
griffpatch: explaining the basic player collisions (check his yt video on how to make a raycaster for more context) UTfanatic: bringing up the idea of a player sensing AI me: making litteraly every other part of this project note: you are allowed to make this into a game if you 1: dont edit the player sensing phyisics 2: credit me 3: change SOMETHING, dont keep it the same then pass it off as your work -DEVLOG / UPDATES- ------------------------------------------------------------------------- UPDATE 3/16/2022 -ADDED ENEMY SELF AWARENESS (invisible circle around enemy that activates attacc mode upon touching) -ADDED ENEMY DIFFICULTY (defines how much time enemy chases you around for when walking in and out of fov, lower is shorter time) -GAVE ENEMY THE SAME WALL COLLISIONS AS THE PLAYER (they can no longer move through walls) -ADDED DIFFICULTY 30 OR MORE = ENEMY SUSPICIOUS WHEN YOU START SPRINTING (dont run unless nessacary) update 3/20/2022 ------------------------------------------------------------------------- ADDED ENEMY LAST SEEN LOCATION (the enemy now goes to wherever he saw you last)