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For a very minimalistic car you won't need anything other than two values: velocity and direction. Both values can be just a floating point number. When steering left/right, adjust the direction, which could be as simple as being the angle the car is facing. Accelerating or breaking will modify the velocity. if (key_left) direction -= 0.001; else if ...


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If you've been looking at steering behaviours you've probably seen this page which is by the guy who first came up with steering behaviours. If you want to know about the general background of how steering behaviours work that's the best place to start. The steering behaviours were implemented by the same chap in a library called OpenSteer which was ported ...


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Since your AI is steering based it's pretty simple. You need to weigh your forces based on how important they are. The closer you get to obstacles the more important they should be, otherwise chasing should be the most important. There are a couple different ways to implement it, but I always found having some "max force" worked best where you iterate over ...



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