Questions tagged [steering-behaviors]

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Grouping Around a Point and Moving Together With Steering Behaviors

I have a group of enemies that move together. I have them grouped around a point by setting their target to be a point at the center of the group. I have combined the "Seek" and "...
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1answer
54 views

How to create the slow random movement effect you see in shmup enemy idles?

I’ve noticed in a lot 2D shmups, after enemies accelerate onto screen and arrive at their arrival point, they don’t simply sit static at their arrival position, but rather begin to gently move in ...
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27 views

Moving walkway in Three.js - pathfinding algo or vector math ala Nature of Code?

I am trying to develop a moving walkway for a 3D virtual space made in Three.js (link here). Right now guests navigate using WASD or the arrow keys and the mouse to look around. My goal is to have ...
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28 views

Steering - Flocking with stopping without jittering

I have a simple steering system that integrates flow-field based path following and separation behavior that I use to control hordes of creatures. These creatures follow the flow-field, but if a ...
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10 views

Steering forces - Avoidance does not affect trajectory when flying directly at a target

I'm trying to implement a simple seek & avoid system for a 3d game wherein planes fly around. Using https://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732 as a ...
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1answer
111 views

How can I my homing missile avoid walls (2D)? [closed]

Okay, I have the homing missile implemented. It will follow the player, but I want it to avoid the walls. I tried out A* but I want to make my own. I need some help plzz.
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114 views

How should I combine A* with steering?

I want to combine A* pathfinding with evasion, pursuit, and fleeing. For example, if I tell an agent to move to a position and avoid enemy agents on the way, it will create an A* path towards that ...
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30 views

Finding the site of the potential collision between 2 vehicles

I've been trying to implement the unaligned collision avoidance steering behavior. I get what needs to be done on a high level, but struggle with the maths behind it. On Craig Reynolds site, he ...
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22 views

Steering behaviours that gaurentee not to hit something

I'm really struggling how people make steering behaviours that guarantee a given agent will never hit something. I want to have a flocking algorithm that the agents can follow each other and also ...
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1answer
350 views

How to Steer a Moving Object Away From Another Object(s)

I'm working with C# in Unity, and I'm making a top-down space shooter game in which there are many different AI-controlled ships flying around. The problem is that these ships often fly on top of one ...
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1answer
81 views

Framerate Dependant Steering Behaviour

I've been studying steering and flocking behaviors, if not directly from Craig Reynolds work on Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/steer/). I understand the basic ...
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1answer
181 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 ...
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1answer
107 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 ...
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3answers
124 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 ...
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1answer
66 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 ...
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1answer
255 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 ...
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1answer
142 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 ...
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0answers
72 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 ...
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1answer
239 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: ...
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0answers
96 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-...
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4answers
383 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 ...
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1answer
190 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 ...
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2answers
452 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 ...
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1answer
138 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 ...
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0answers
93 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 ...
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1answer
68 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) ...
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1answer
245 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 ...
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2answers
132 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 ...
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1answer
915 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 ...
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1answer
153 views

Group path following

A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example, ...
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1answer
100 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 ...
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1answer
90 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 ...
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0answers
292 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 ...
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1answer
205 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? ...
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2answers
372 views

Steering Behavior Seeking

I am trying put a seek feature in my code. Just frame code, not actual code. ...
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1answer
319 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 ...
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0answers
360 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/...
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1answer
162 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 ...
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2answers
4k 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: ...
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0answers
61 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 ...
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2answers
602 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 ...
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1answer
553 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 (...
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0answers
185 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 ...
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1answer
528 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 ...
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1answer
220 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 ...
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2answers
1k 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 ...
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2answers
290 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 ...
4
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1answer
2k 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
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1answer
1k 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 ...
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0answers
158 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 ...