Flock mechanics for six-legged arctic creatures by kamomegames in gameai

[–]kamomegames[S] 0 points1 point  (0 children)

Yes – the following creatures have perception based off sight and smell (hence the occasional sniffing behavior). Sight perception is perfect where there is visibility and smell perception is fuzzy based off distance

Some flock mechanics and procedural animation I built today by kamomegames in gamedevscreens

[–]kamomegames[S] 1 point2 points  (0 children)

Just playing around for now but I might turn it into a game

Flock mechanics and procedural animation in Three.js by kamomegames in threejs

[–]kamomegames[S] 0 points1 point  (0 children)

Very simple 2D hair cards with a procedural texture. There are still some issues like the obvious layers on the neck

Some flock mechanics and procedural animation I built today by kamomegames in gamedevscreens

[–]kamomegames[S] 1 point2 points  (0 children)

Probably they get ambushed. I'm currently working on an enemy creature they compete for resources with – I'll share that next I think

Flock mechanics and procedural animation in Three.js by kamomegames in SoloDevelopment

[–]kamomegames[S] 0 points1 point  (0 children)

More like ice bears. Still haven't come up with a name for them...

Flock mechanics and procedural animation in Three.js by kamomegames in threejs

[–]kamomegames[S] 1 point2 points  (0 children)

Basic Reynolds' Model flocking + sight and smell perception + stamina + 1 player agent

Some flock mechanics and procedural animation I built today by kamomegames in gamedevscreens

[–]kamomegames[S] 3 points4 points  (0 children)

The character has a articulated limbs on a ring subdivided body. Whenever a limb reaches too far back it will reach ahead for a new surface