Another little demo. This looks simple, but it was a bitch to code. Basically, the procedurally generated enemies have a bunch of segments that are all categorized with control hierarchy values, and when a break occurs in the segments, new groups are created, and control is given to the segment with the most influence (highest position in the hierarchy.) This enemy is just a very simple one-path generation. This same system handles forks and many different paths and segment structures, but i'm keeping it simple for now.. (I also need to implement stick constraints with limits so the limbs look better...)
Enjoy!
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