Posted April 02, 2025 by crELu
By Edgar
Since the last time we talked about enemies, we had a basic flocking implementation that would follow the player around. But we quickly realized that the way we implemented it wasn’t expandable because:
To remedy this, we took inspiration from the PID Controller. Keeping with the desire for a realistic physics system, we gave each enemy its own thrusters to manage with the PID controller. These thrusters are responsible for moving the enemy towards a desired point and smoothly rotating the enemy towards it. The PID controller checks the difference between the desired speed and calculates the necessary impulse to give in order to reach it. The points of interest are determined by different movement patterns the enemy can choose from, which are determined by priority of factors like proximity to player, other enemies, etc.
We made some progress on the basic enemy model, which we decided would be like stingrays. The player model was finished and textured as well.