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Questions tagged [steering-behaviors]

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3
votes
1answer
123 views

Dodge different type of obstacles

I'm writing a 2D game where the player has to kill a Ninja. This Ninja is coming closer with a constant speed chasing the player. The Map has some static obstacles like stones no one can pass. The ...
0
votes
1answer
58 views

Controlling a thrustered 2D space ship with angular rotation and max speed

In my game I have a computer controlled ship that is accelerated by a thruster: with a constant force and in the direction of the ship's current orientation/rotation angle. Thrusting My ship has a ...
4
votes
3answers
114 views

How to implement smooth wandering on an annulus?

I am creating a 2D action platformer and want to create some steering behavior for a mage enemy. Basically, I want the mage to smoothly wander inside an annulus centered on my player. Below is an ...
0
votes
1answer
45 views

Steering constantly turning in circles

I've been working on a fish system in a compute shader but bugs have been drowning me. The latest bug had me strip almost all the functionality to track down: Fish keep turning in circles. It starts ...
1
vote
1answer
87 views

Confused about calculation of steering force

I'm reading Programming Game AI by Example, by Mat Buckland. What I don't understand there is why the individual behaviors return a vector representing change in velocity, but the combined result is ...
3
votes
1answer
104 views

How to implement swooping movement?

I am trying to code some swooping behavior for a flying enemy in my 2D platformer. The ideal behavior has the enemy starting from an arbitrary height above the ground, then accelerating downward and ...
1
vote
0answers
36 views

How to implement back and forth steering behavior?

I am trying to implement some behavior for a flying enemy in my 2D platformer. The desired behavior is for the enemy to fly back and forth across the player, harrowing him. If the player was ...
0
votes
0answers
40 views

How can a arrival steering behavior ever stop?

I try to understand steering behaviors and have problems with arrival. Lets take this tutorial: https://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-flee-and-arrival--...
0
votes
0answers
67 views

Why does my collision avoidance steering behaviour make my vehicle reverse?

I have a car that I want to turn automatically when it sees an obstacle. I found a good solution using Steering Behaviours, but unfortunately my implementation isn't correct yet. Instead of turning ...
0
votes
0answers
64 views

Constrain x and y with linear programming

I want to make a modular 2D spaceship game. The user can use building blocks to create the ship. Blocks can be squares but also other shapes that do not fit in a grid. To calculate what thrusters ...
0
votes
1answer
106 views

What does distance divided by acceleration mean?

I'm reading a book named "Programming Game AI by Example". Here's a method to help an autonomous character to slow down when it's getting closer and closer to its target: ...
1
vote
0answers
63 views

Converging at position and angle using motor-based rigidbody movement

I am given a rigidbody positioned in \$\mathbb{R}^2\$. It is a box of length \$l\$ and height \$\epsilon\$. The position of the box's left center is described by \$\vec{p}\$, and its angle from the x-...
3
votes
4answers
171 views

How to combine steering forces?

I am trying to understand how to implement and combine steering vectors for autonomous agents as described by Craig Reynolds. My understanding is that each steering force should be calculated ...
0
votes
1answer
119 views

Vector field collision avoidance

I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
1
vote
2answers
283 views

How would I go about implementing a collision avoidance check, avoiding moving objects from multiple directions?

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
0
votes
1answer
85 views

How to implement wall-following behavior?

I am working on an action platformer and am trying to implement an enemy with simple wall-following behavior. I want the enemy to follow the boundary of whatever connected constellation of walls it is ...
2
votes
0answers
45 views

Arrival Steering Behavior stop before reaching evader

Im doing steering behaviors and trying to stop before reaching the evader. Instead of reaching the evader at its center, I need it to stop before. I cant seem to figure this out though. My code is ...
2
votes
1answer
53 views

move toward object and transition to circling around it.

While it's easy for me to get a object circle around another and move toward it, i've got a few problems I couldn't find a solution to, yet. Ill go here as follows: I) description of scenario II) ...
0
votes
1answer
144 views

Is PID considered Steering Behavior?

So I've recently used a PID controller to build a bot for a 2d physics based game. I also did a bit of reading on steering behavior but am still confused over one thing: Is a PID controller considered ...
0
votes
2answers
89 views

Approaches on detecting if a car should steer left or right considering a next direction

I'm developing the A.I. of my racing game, and I'm having an unforeseen problem. I manage to get the bot to drive by itself by accelerating in the direction of an angle that is returned using the ...
3
votes
1answer
495 views

How can I apply steering behaviors to a car controlled with turning and acceleration?

I feel like I've got my head around steering behaviors, but I've having trouble applying them to a car. The steering behaviors return forces that one could apply to an object that can move in any ...
7
votes
1answer
113 views

Group path following

A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example, ...
1
vote
1answer
79 views

Steering behaviors: how to flee then go back towards the hunter?

I have implemented a Wander and Flee steering behavior and it works like this: When the entity is not hunted by anything it wanders around. But when it is hunted by the player it will flee away from ...
0
votes
1answer
51 views

Unity2D Having trouble steering gameobject

So I am making a 2d maze game where one of the enemies has to follow the player once it detects the player. I am currently using a steering method to steer the enemy towards the player and also when ...
1
vote
0answers
182 views

starting point for a soccer game AI [closed]

I would like to build a simple but challenging soccer game. I can define simple as not need to be realistic and challenging having a good team sense that could colaborate doing nice plays. I have ...
-1
votes
1answer
138 views

Steering Behavior Pursuit quick question

In the code below, you will see Heading(). Is that just a position that is normalized? If not, then what is the heading? ...
1
vote
2answers
246 views

Steering Behavior Seeking

I am trying put a seek feature in my code. Just frame code, not actual code. ...
0
votes
1answer
174 views

How to implement Boids steering efficiently? (ie. find nearest neighbours of moving entities)

As I understand it, modern pathfinding uses ideas such as Boids steering on top of traditional A* and Dijkstra's algorithm. It's easy to find recommendations for implementing Dijkstra's algorithm ...
1
vote
0answers
204 views

Reimplemented steering seek behavior from PyGame to LÖVE is much slower than original

I'm learning about steering behaviors and watched this nice explanation tutorial - https://www.youtube.com/watch?v=g1jo_qsO5c4&feature=youtu.be with the source code available at https://github.com/...
0
votes
1answer
129 views

How to create follow leader behavior?

Assume that this behavior has Separation behavior. I tried to implement the FollowLeader behavior from this article. In the code ...
0
votes
2answers
3k views

Unity3D - Smooth rotation for seek steering behavior

I am trying to implement Reynolds' seek steering behaviour, but I am having problems on the rotation part. This is what I have: ...
1
vote
0answers
58 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 ...
9
votes
2answers
505 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 ...
0
votes
1answer
421 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 (...
1
vote
0answers
153 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 ...
1
vote
1answer
384 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 ...
1
vote
1answer
196 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 ...
4
votes
2answers
783 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 ...
2
votes
2answers
216 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 ...
3
votes
1answer
1k 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 ...
4
votes
1answer
789 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 ...
0
votes
0answers
133 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 ...
3
votes
1answer
2k 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 ...
2
votes
2answers
1k 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 ...
8
votes
2answers
2k 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 ...
0
votes
2answers
211 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, ...
8
votes
3answers
319 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 ...
1
vote
1answer
204 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 ...
0
votes
1answer
620 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 ...
2
votes
2answers
642 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 ...