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AI agent avoiding screen edges: Obstacle Avoidance or Flee steering behavior?

When programming an AI agent to avoid the edges of the screen - what is more common or better? Implementing the Flee steering behavior (where the agent Flees from the edge of the screen), or ...
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2answers
158 views

Understanding the Seek steering behavior

I'm currently studying steering behaviors. Have recently learned about Seek. I have a question about this. Seek is supposed to turn the agent slowly in the direction of it's target, and then move in ...
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1answer
175 views

Finding the correct speed for AI to turn to reach goal

I have a ship that travels at max speed maxSpeed and can turn rotationSpeed degrees per second. The ship always moves in the direction it is facing which means that the faster the ship is travelling ...
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1answer
39 views

How to apply steering to a physics body correctly when using a physics engine?

I have a top down 2d game that uses a physics engine (Farseer). I'm using the standard steering behaviors to make the AI move around but I'm not sure the correct way to take the so called "steering ...
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0answers
86 views

Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?

I am working on a simple 3D space simulator that makes use of the Bullet physics engine. The spaceships are rigid bodies that have a mass and hitbox so that they can be considered for collisions. At ...
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1answer
84 views

How do I implement following behavior with a state-based AI? [closed]

I'm making a 2D game with two spaceships flying around shooting each other. One spaceship is controlled by the user, the by an AI. I want to use a simple Finite State Machine (FSM) for the AI. I'm ...
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0answers
53 views

Implementing ClearPath (crowd pathfinding)

This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of ...
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2answers
209 views

Change AI steering behavior's direction to 8 directions

I am making a 2d soccer game, all players move in 8 directions, so I need to convert AI steering behavior(like arrive and pursuit) into 8 directions. Here are three example situations: Player(now is ...
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0answers
29 views

Steer a flock towards a target? Like in pikmin? [duplicate]

Can a flock be steered towards a target ? I've seen that flocking behavior has the alignement behavior, but can it be directed and steered toward a goal ? ...
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2answers
721 views

Implementing a homing missile [duplicate]

I'm having some trouble implementing a homing missile that satisfies what I'm looking for. I have already tried the Seeking and Arrival behaviours described in this link, but none of them were what I ...
2
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1answer
147 views

Wander algorithm for a maze [duplicate]

I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh. So I can already ...
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2answers
408 views

Single or Multiple Behavior Trees?

I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
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1answer
334 views

How to limit steering force at low velocities

Sorry if this is posted before, but I didn't find an answer for this. I've been banging my head on this for a day now and I seems to be stuck. I've implemented (see below) the 2D steering arrival ...
4
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2answers
193 views

Flow/design of steering behaviors implementation

I am implementing some simple steering behaviors like: follow the leader, separation, cohesion and flee(from the leader when he walks in our direction - aka spread the group for him). I am having ...
7
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3answers
355 views

Avoiding orbiting in pursuit steering behavior

I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the ...
2
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1answer
65 views

Steering evaluate fitness

I've made a simple game with a steering model that manage a crowd of agents. I use an genetic algorithm to find the best parameters to use in my system but I need to determine a fitness for each ...
7
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2answers
400 views

Wall avoidance steering

I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | ...
7
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1answer
371 views

Prevent oversteering catastrophe in racing games

When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really ...
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2answers
908 views

Arrive steering behavior

I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after ...
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3answers
447 views

Group arrival steering

I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units ...
5
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2answers
264 views

How to tune steering behaviours to pick the best target around obstacles?

I want to chase an enemy, but there are obstacles in the world. Imagine there's an obstacle stopping me reaching the closest enemy, but in another, unobstructed, direction is another enemy but at a ...