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How to beat red mobs wuthering waves? Use these simple combat tips!

by admin@cpwss2d
04/01/2025
in Esports
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How to beat red mobs wuthering waves? Use these simple combat tips!
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Alright, let’s talk about this “red mobs wuthering waves” thing. It’s been a journey, lemme tell ya.

How to beat red mobs wuthering waves? Use these simple combat tips!

So, it all started with me just messing around, right? I wanted to see if I could create some kind of, like, swarm effect using… well, let’s just call ’em “red guys.” I didn’t have any specific goal, just wanted to see if I could make a bunch of them move together in a cool way.

First thing I did was fire up my usual game engine. I’m not gonna name names, but it’s the one everyone uses. Then, I created a simple red sphere. Nothing fancy, just a basic shape to represent our little dudes. I then duplicated it, like, a lot. We’re talking hundreds of these red balls all clustered together.

Next up, the tricky part: getting them to move as a group. I initially tried using some basic physics forces, like pushing them all in the same direction. That… didn’t work. They just kinda bounced off each other and scattered everywhere. Looked more like a chaotic mess than a swarm.

So, I scrapped that idea and started experimenting with flocking algorithms. You know, the whole “boids” thing. Separation, alignment, cohesion – all that jazz. I found a few tutorials online and tried to adapt them to my red spheres. This was where things got interesting. It took a while to get the parameters right. If the separation force was too strong, they’d spread out too much. Too weak, and they’d clump together into a single blob.

I spent hours tweaking values, watching these red guys bounce around on my screen. It was kinda mesmerizing, actually. Slowly but surely, I started to see some semblance of a swarm. They were moving together, avoiding collisions, and generally acting like a cohesive unit. But it still wasn’t quite what I wanted.

The problem was that they were all moving in the same direction, at the same speed. It looked kinda boring. So, I added some randomness. I gave each red sphere a slight variation in its speed and direction. This made the swarm look more organic and unpredictable. It was starting to look like a real wuthering wave of red!

But the real breakthrough came when I introduced a “target”. I created a simple empty game object and made the swarm chase after it. Now, they had a purpose. They were no longer just aimlessly drifting around. They were actively pursuing something. This added a whole new level of dynamism to the simulation.

Of course, the target couldn’t just be a static point. That would be too easy. So, I made the target move in a random pattern. This forced the swarm to constantly adapt and adjust its movement. It was like watching a pack of predators chasing after their prey. Really cool stuff.

How to beat red mobs wuthering waves? Use these simple combat tips!

To top it all off, I added some simple lighting and visual effects. A subtle red glow around each sphere, a slight blur effect to emphasize the movement – just little things to make it look more visually appealing. And that was it. My “red mobs wuthering waves” were complete.

It wasn’t anything groundbreaking, but it was a fun little experiment. I learned a lot about flocking algorithms, physics simulations, and the importance of adding randomness to create believable behavior. Plus, it looked pretty darn cool. I might even try adding some more complex behaviors later on, like avoiding obstacles or splitting into smaller groups.

So yeah, that’s the story of how I made those red dudes wuther. Just a little side project, but a good reminder that sometimes the best way to learn is just to mess around and see what happens.

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