I am working on a AI system that would patrol and follow a player which is near to deal damage.
I have coded a custom humanoid for this as it helps a ton with the performance.
In the gif you can see 200 minions in action with >59 FPS.
Also note that it currently has 3 states.
Blue = Patrolling
Green = Following
Red = Attacking
And this is a preview of 600 minions in action with <35 FPS (kind of the limit)
Imagine what would happen if i was using normal Humanoids in that case
By the way i have later realized that those were captured in studio which makes the action much more appear slower. In live place, the performance is even more improved!
Comments and feedback/suggestions are much appreciated
Thank you!
Ive actually mostly made this post to hear what else i could add to this and potentially maybe on future open source it so others could bot struggle making their own zombies or minions for their games!
I commend you for creating a custom humanoid. Having tried making custom classes myself, I know how difficult that can be.
This seems more oriented towards melee characters. In addition, the range of engagement seems rather small, which makes me feel like this is meant for a Roblox RPG of some sort.
I have no real comments / feedback / suggestions on this AI. I feel like it will need some more fleshing out before I can really see how it’s being implemented.
The current system does not support that, i did not implement any pathfinding mechanics to it as it is not in my needs fror the current project im working on.
But maybe later when i adapt on this system, i will definetaly add that option as well!
Can you make a AI script that makes ANY Npc (dragons, dogs, cats, non-human creatures, etc) ONLY walk, run, jump, sit down, dance and play an animation in a random moment? You will be my hero if you can do it @Imaginze
Quick question, does this system use pathfinding service? Also are the models anchored and how are you moving them?
If they aren’t anchored I’d recommend doing that have coding a steering behaviour for the AI, this could help improve performance by a fair bit, I also recommend making the collision for all the NPCs off if possible.
Currently it does not use pf. However it will use that if i am going to release this as an open source system.
The models are not anchored and their movement is completely done by using physics (body movers). That way i also achieve auto replication to every clients with least amount of performance issues. Whats more, if i were to make this work using cframes only, collision detection would be a pain.