Questions tagged [steering-behaviors]

A set of strategies used to direct the movement of AI agents - especially flocks and crowds - by combining vectors from one or more local avoidance/approach rules to obtain a net acceleration in each update, "steering" the agent in response to sometimes overlapping environmental considerations.

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Avoidance Steering Behavior acting inappropriately

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
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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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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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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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377 views

Steering Behavior Seeking

I am trying put a seek feature in my code. Just frame code, not actual code. ...
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370 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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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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187 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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31 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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30 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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11 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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122 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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31 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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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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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 ...
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302 views

Implementing ClearPath (crowd pathfinding)

This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of the ...
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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? ...