Tier 4
Series 300
300D: Directional Logic
"A pilot doesn't need to touch another plane to know if it's in their 12 o'clock high position. They use directional vectors. If your AI is using massive 'Detection Trigger' zones to see if an enemy is looking at the player, it's like a pilot having to physically bump into a mountain just to know it's there."
The Concept: Vector3.Dot
The Dot Product is a mathematical shortcut. It compares two directions and returns a single number between 1 (facing exactly same way) and -1 (facing exactly opposite).
Efficiency: Zero physics overhead. Calculating a Dot Product is significantly faster than calculating distances or trigger overlaps.
Precision FOV: Easily define if an object is within a specific angle (e.g., 45 degrees) without complex trigonometry.
Efficiency: Zero physics overhead. Calculating a Dot Product is significantly faster than calculating distances or trigger overlaps.
Precision FOV: Easily define if an object is within a specific angle (e.g., 45 degrees) without complex trigonometry.
Red Flag Detected
The AI Trap: "The Trigger Maze"
You ask the AI: "Check if the enemy is looking at the player before it attacks."
// AI-Generated Code: Audit Failure (Messy & Heavy)
void Update() {
// Audit Fail: This requires complex angle math or
// a giant 'Cone' trigger that kills physics performance.
float angle = Vector3.Angle(transform.forward, player.position - transform.position);
if (angle < 45f) {
Attack();
}
}
`Vector3.Angle` is useful, but it uses expensive square root and inverse cosine calculations. For 100 enemies checking FOV every frame, this creates "Performance Turbulence."
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Command
Corrective Protocol
// Navigator Code: Fast & Mathematical
void Update() {
Vector3 toPlayer = (player.position - transform.position).normalized;
// Returns 1 if same direction, 0 if perpendicular, -1 if opposite
float dotProduct = Vector3.Dot(transform.forward, toPlayer);
// 0.7 roughly equals a 45-degree cone
if (dotProduct > 0.7f) {
Attack();
}
}
Your Pilot Command
> A skilled Navigator directs the AI to use the Dot Product.