[quote author=windastella link=topic=15648.msg17074#msg17074 date=1468292573][quote author=Gokudomatic link=topic=15648.msg17056#msg17056 date=1468055521]That project looks a lot like mine, except that I don't try to make a clone of Doom, but more like a mix of doom/halo and binding of isaac.Windastella, how will you solve the common problem I had to solve? I notice that in your code the player is an instance of RigidBody. How will you avoid the bouncing problem when going down a ramp or a stair? Also, how do you manage to climb up stairs?[/quote]This project isn't like DOOM 1 or 2 but more of DOOM 3 and beyond. I can try to make a raycast engine like Doom 1 & 2 but I wasn't aiming for that in the first place.[/quote]I see. Not that it makes so much difference. I understood well that you weren't planning to write a raycast renderer but an FPS game instead.[quote author=windastella link=topic=15648.msg17074#msg17074 date=1468292573]About the rigid body. I see it was a problem when making 2D platformer but I don't think it was a big deal in 3D space as it was unnoticeable. Of course if you're aiming for a true realistic physic this wasn't the best way to deal with it.[/quote]Well, it was noticeable enough for me to have to rewrite the controller with a kinematicbody instead. Sure when you go down only for a few meters you won't notice anything. But when you run a long way downhill, you literally become a superball. It depends on what you need.[quote author=windastella link=topic=15648.msg17074#msg17074 date=1468292573][quote author=Gokudomatic link=topic=15648.msg17056#msg17056 date=1468055521]And third point but not the least (especially because I just solved it), it's the monster AI. In Doom, you probably noticed that monsters go a bit randomly in the direction of the player, or the target (when another monster hit him too much). But the monster doesn't jump of a cliff, even though it doesn't use a navmesh. That's because the monster can calculate very easily the height of the ground at a coordinate x,y, since Doom is not true 3D and the maps are in 2D. But here in Godot, it's true 3D. Calculating the height of the ground is not so obvious, especially in stairs and bridges. I'm really curious how will you solve it.[/quote]We have something called AI boundaries. A set boundaries where AI will try to avoid/ can't pass through. I knew it was used in a few games but Doom must had used a simpler version of it. I knew Doom 2 had some sort of partitioning algorithm for the map. Well for the most part just use an AI boundaries would suffice.[/quote]That looks like extra works in the level design instead of the AI. But you said you will write a map editor, right? Maybe some of this work will be done automatically in this editor?