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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 ...
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 ...
11
votes
2answers
833 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 ...
10
votes
1answer
589 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
662 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 ...
8
votes
2answers
505 views

Pathfinding and collision avoidance on mobile

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
8
votes
3answers
192 views

In RecastNavigation, how can I make an agent idle after reaching its destination?

This question is specifically about dealing with the Recast Navigation library. I have added an agent with addAgent and set its target with requestMoveTarget. When agent reaches its destination, it ...
8
votes
0answers
145 views

3D collision avoidance: finding the updated velocity vector (outside the “collision-velocities” cones)

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
7
votes
2answers
1k 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
votes
1answer
519 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 ...
5
votes
2answers
237 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 ...
5
votes
2answers
385 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 ...
4
votes
1answer
1k 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 ...
3
votes
1answer
349 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
1answer
261 views

Wander steering behaviour in 3D

I'm trying to implement the Wander Steering Behaviour but getting strange result (see .gif). What am i doing wrong? I want to move a sphere in a random direction. I read this article Understanding ...
3
votes
3answers
795 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 ...
3
votes
1answer
337 views

Steering behaviours: collision avoidance with rectangles

I'm trying to implement collision avoidance steering behaviour using rectangles. Most of the tutorials I've found are with circles, and there's a substantial difference. For example, I've been reading ...
3
votes
3answers
726 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 ...
3
votes
2answers
237 views

calculating the weights for direction vectors to a target

I have an entity that is allowed to move in a fixed amount of directions. Let's call a the angle between two directions. r is the length of each direction vector. Now the entity wants to head from its ...
3
votes
1answer
201 views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
3
votes
1answer
731 views

Avoidance Steering Behavior acting inappropriately

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
2
votes
2answers
363 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
2
votes
1answer
258 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 ...
2
votes
2answers
253 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 ...
2
votes
2answers
887 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 ...
2
votes
1answer
868 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 ...
2
votes
1answer
72 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 ...
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 ...
2
votes
2answers
76 views

How to stop Follow Path steering behavior when reached target?

I'm using libgdx Follow Path Steering Behavior in my top-down game. When unit reaches the end of the path, it goes to the start (not directly, but following path), then to the end and so on. How to ...
2
votes
3answers
296 views

Steering behavior using nodes

I've started rewriting some of my code (npcs, navigation and such) and I need some help with my new navigation system. Basically the way it works is: the game generates a random dungeon. For example: ...
1
vote
2answers
542 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 ...
1
vote
1answer
152 views

How can my entities avoid walking on certain tiles?

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
1
vote
2answers
82 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
1answer
82 views

Is reinforcement learning overkill for a vehicle steering bot?

I'm slightly familiar with the reinforcement learning (through this edx.org MOOC). Also I'm aware of reactive planning technique. I want to write a vehicle bot for a racing game, where cars have to ...
1
vote
1answer
362 views

Obstacle Avoidance With Walls in C#

I'm trying to do some obstacle avoidance. Yet somehow something is not going quite well. I've used the book "Programming Game AI by Example" to create a simular function in c# in combination with XNA. ...
1
vote
1answer
155 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 ...
1
vote
2answers
743 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 ...
1
vote
0answers
33 views

Best way to create defence(withdraw) algorthim libgdx?

I have created user body and enemy body. Enemy body uses the steering behavior created by gdx AI. User body have it own control inputprocessor. World doesnt have gravity. Enemy body arrives the user ...
1
vote
0answers
62 views

Steering and wall hugging problem

What I'm hoping to achieve is that when the player steers into a wall the movement is smoothed out by hugging along the wall, moving only with the velocity parallel to the wall, zeroing out the normal ...
0
votes
2answers
100 views

Need some help with math steering behavior stopping on destination point

I have implemented a movement system based on steering behaviors: http://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732 where each object has vec2 position, ...
0
votes
3answers
449 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, ...
0
votes
1answer
66 views

FollowPath steering behavior

I'm having a problem with AI movement in my top-down game. AI builds path and than moves using libgdx FollowPath (this problem is still actual) steering behavior. I have some solutions, but can't ...
0
votes
1answer
358 views

Why are my target-following objects rotated the wrong way?

I writing a script that would make my players reach a target destination. It looks like this so far: private void MoveTowardsGoal() { if (Vector3.Distance (reachGoalTarget.transform.position, ...
0
votes
1answer
235 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 ...
0
votes
1answer
63 views

libgdx limit angular speed

I'm working on my top-down game. y characters use pathfinding + steering behaviors(Arrive and FollowPath) to move. I've implemented my character class from libgdx SteeringActor class (from tests). So ...
0
votes
1answer
105 views

Raycasting. Corner trap

In my top-down game character moves to target (pathfinding) also avoiding obstacles with Raycasting(Central ray with whiskers), but situation like on picture causes shiver and unneeded turning ...
0
votes
0answers
48 views

Deterministic steering behaviors

I'm working on a turn based strategy game (like Jagged Alliance), where the player moves his units individually during his turn, while the enemies (zombies) all move and react simultaneously. I use ...
0
votes
0answers
63 views

Craig Reynolds improve seek Steeringbehaviour

I am creating some simulation with Craig Reynolds Steeringbehaviours using the help of this book(chapter 3). And this specific page: I created my own seek method which looks like this: private ...
0
votes
1answer
243 views

Steering in top-down racer with Libgdx

I'm a beginner in game development and as a little project I thought I should try to do a top-down racer game much like the good old Slicks n Slide. I've seen several tutorials and questions about ...
0
votes
0answers
146 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 ...