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1

How close to an edge do we care about? For a fairly thin threshold, avoiding the edges is quite closely approximated by finding the closest point on the edge and avoiding that: For a thick threshold, it's a good approximation to just steer toward the center of the screen:


1

First thing first, creatures should not avoid the "edges of the screen" because that is part of the View and not the actual Game Model. Game Entities should interact with the Game Model and not the View. The view is only the way you present the game to your game's players eyes. Secondly, what you are asking of has little to do with Obstacle Avoidance ...


1

This function appear strange because it does not actually compute force, it compute the delta in velocity (the change in velocity) which is needed in order for the agent to turn and pursue the target. It has nothing to do with force and mass and yet those are artificially squeezed in there for no reason. If you want gradual change, compute the desired ...


1

That function gives you a direction scaled such that it indeed performs an instantaneous velocity fix, if added to your velocity. You can think of this as the "steer direction". You can scale this direction by whatever factor you like. Maybe something like this to get started: const dt = (1.0 / 60.0); object.velocity += dt * object.Seek( targetPosition ); ...


10

There are two ways an AI controlled unit with a bound rotation speed and an adjustable movement speed could reach a goal. First, lets consider the challenge we are presented with so we could understand it better: If the player is moving and rotating in constant speeds while trying to reach a goal that is on its right or left side, it will move in circles ...



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