In my attempt to learn more about boids / flocking AIs, I've been experimenting with our little flood friends and it's pretty sick! Combining cohesion, avoidance and alignment rules to the AI produces some pretty convincing results! So fun to watch!
Aim assist and bullet magnetism! ๐งฒ
The white crosshair shows the 'corrected' path your bullets will take, and the different shaded circles represent regions where your aim speed is slowed to make it easier to come to rest on enemies mid-firefight!
Honestly credit for this concept has gotta go to the original guys at 343 / Halo. The fascinating breakdown of Halo 5's aim assist they did in 'The Sprint' helped so much in replicating the mechanic. Check it out (time stamp included) > https://www.youtube.com/watch?v=WVQ4Bp7vlwc&feature=youtu.be&t=158ย
Quick breakdown of the shield shader!
๐ธ Panning noise + dithered transparency
๐ธ Vert. offset for expansion
๐ธ Vert. offset multiplied w/ above panning noise for wobble
๐ธ Colour tint multiplied over fresnel emission
Some things to note!
๐ธMake a 2nd UV set with your UVs laid out top>bottom so your noise will pan / flow in that direction!
๐ธSmooth your normals + keep UV seams connected to stop your mesh breaking apart with the vert. offset