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5

I haven't worked through the full equations for this yet, but here's some visuals to help wrap our heads around the problem. It boils down to some geometry: (Car icons via Kenney) From any given starting point and orientation, we can draw two circles with our minimum turning radius - one on the left, one on the right. These describe the points on the ...


2

The method you are looking for is Quaternion.LookRotation. First you need to calculate the relative vector between player and tank. You do that by simply subtracting the position of the tank from the position of the player. Then you use Quaternion.LookRotatation to create a rotation into that direction. Vector3 playerDirection = player.transform.position - ...


1

The paper is a simplified model that can be taken, modified and implemented into your specific situation. It's not intended to be an implementation you copy/paste into your game. There are a few instances where the simplification is brought up, like when speaking about the simplified vehicle model: This vehicle model is based on a point mass ...


1

This very much depends on the rest of your data model for the navigation. Ie. what data you have handy, what you can easily add data and how you consume it. Taking a similar scenario from a traffic system at water, and with the assumtion that you are in a game loop you have a node path system your cars behave like an autonomous objects that control ...


1

There actually aren't a lot of full-blown behavior tree implementations available. There are a good amount of theoretical "behavior tree by example" or just "this is a behavior tree" documents out there. I'll put a few here, but won't really expand on them much because I'm assuming that you've read them and don't know where to start: Wikipedia article ...



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