Hello everyone. I have a very interesting idea for creating pathfinding navigation that will use physics for movement (like 'move to,' but without getting stuck or jumping through walls, overlapping, or immovable-movable objects).
I have made some progress, but my knowledge is not enough to address the following issues:
The main problem is that enemies chasing the player forget about him instantly if he is not in their view area and stop moving. It would be best to follow the entire path that was calculated and stop only after reaching final destination.
The secondary problem is tank - vehicle is moving like wet soup on a plate, with no turning radius at all. One of my ideas was to apply a force in the direction between the sprite's current angle/direction and the X and Y direction of the closest node
How can I improve this? Any ideas or advice would be appreciated
Here is my C3P file: https://www.dropbox.com/scl/fi/czme98c10ej6cjmvv7gim/Enemy-Pathfinding-Physics-0.5.c3p?rlkey=aalngljdt3tzc9xrgepvrwbz1&st=krrnqdro&dl=0