0
votes
3answers
71 views

Problems with Obstacle Avoidance steering behavior

I learned how to implement the Obstacle Avoidance steering behavior from this tutorial. The approach depicted in this tutorial (simplified) is this (note that I'm using rectangular OBBs for obstacles, ...
9
votes
2answers
296 views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle ...
1
vote
2answers
61 views

How can I make an AI agent avoid screen edges?

I'm programming an AI agent and I want them to avoid the screen edges. I've been considering using either the obstacle avoidance or the fleeing behaviour. Do either of these make sense? How should I ...
1
vote
2answers
273 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 ...
8
votes
1answer
235 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 ...
0
votes
1answer
117 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 ...
1
vote
2answers
292 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 ...
0
votes
0answers
30 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 ? ...
2
votes
1answer
157 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 ...
1
vote
2answers
484 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 ...
4
votes
1answer
481 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 ...
5
votes
2answers
284 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 ...