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2
votes
2answers
2k 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 ...
12
votes
2answers
2k 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 ...
10
votes
1answer
536 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 ...
8
votes
3answers
648 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 ...
11
votes
2answers
1k views

What kind of steering behaviour or logic can I use to get mobiles to surround another?

I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking ...
2
votes
1answer
325 views

Spaceship acceleration for following waypoints

I'm creating a turn based space ship strategy game with simultaneous turn resolution similar to Steam Birds. After all the orders are given, the ships run through a real time simulation where they ...
3
votes
3answers
766 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 ...
7
votes
2answers
986 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 | ...
3
votes
3answers
586 views

Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a ...
2
votes
2answers
197 views

Best 2d AI movement system

I'm creating a top-down rpg (no tile-based) using libgdx. Now I need to make enemies move on map with obstacles. What is the best approach to realize that? A*(I think, if enemy see player, he should ...