Mammoth Club All levels 1 section 2 lectures

Basic Enemy AI Controller - Line of Sight Detection

This Enemy AI system provides game developers with a complete, modular solution for implementing intelligent enemy behavior in 3D action games.

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Skill level
All levels
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Section
1
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Lectures
2
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Instructor
Team Mammoth
What's inside

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1
Section
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2
Lectures
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2
Resources
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Certificate of completion
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Mobile and desktop access
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AI learning assistance
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Course content

Curriculum & lectures.

1 section · 2 lectures
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Description

About this course.

Built on a clean Finite State Machine architecture, it features three core states: patrol (waypoint-based movement), chase (player pursuit with line-of-sight tracking), and attack (range-based combat with cooldown system). The AI uses sophisticated detection combining distance checks, configurable field-of-view angles, and raycast-based line-of-sight verification to create realistic awareness. Every parameter is exposed in Godot's inspector for easy tweaking, from movement speeds and detection ranges to attack cooldowns and lost-player timeouts, making it effortless to create anything from stealthy guards to aggressive hunters without touching code.


Designed for maximum flexibility and ease of use, this template includes comprehensive documentation, a fully functional test scene, and clean, heavily-commented GDScript code that serves as both a working system and a learning resource. The waypoint-based patrol system requires zero setup—simply add Node3D children to create custom routes. Performance is optimized with interval-based detection checks and efficient movement algorithms, ensuring smooth gameplay even with multiple enemies. 

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This Enemy AI system provides game developers with a complete, modular solution for implementing intelligent enemy behavior in 3D action games.

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