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Published bySamantha McLaughlin Modified over 9 years ago
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Basic Steering of Game Agents Featuring Guest professors Stephen Sheneman & Michael Wilkens 1
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Topics Covered Kinematics Facing and Alignment Seek and Flee Arrive Pursuit Evade Wander Path following 2
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Kinematics Velocity Vectors Max speeds Acceleration Game world 3
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Facing Help create illusion of intelligence The character looks at its target Changes its orientation so that it is facing its target http://www.youtube.com/watch?v=i1SFm62E tyc 4
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Align The character changes its orientation to that of its target Have to do special calculations because orientation wraps back around to 0 5
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Seek Vectors Target character Velocity Max speeds Kinematics controlling to look like normal behavior vector handling and velocity handling basics 6
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Flee Opposite of seek Desired velocity aims for opposite vector 7
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Arrive Using seek but with code changes to slow down once target gap is closing Opposite of arrive is leave but really it is just flee. Velocity remains the same 8
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Pursue Similar to Seek Uses predictions Pursue that degree! 9
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Evade Handle prediction but moving away Evade is an amped up Flee 10
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Wander Move from random target to random target Focus on jitter Facing in the right direction Turn speed 11
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Wandering The character moves forward, but changes direction so it appears to meander Alternatively, have a target on a circle, change the position of it randomly, and have the character seek that 12
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Path Following Take a predefined path, and set its predicted points and have the character seek to those points as it goes along – Advantage – Disadvantage: character may take undesired short cuts 13
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Path following Patrolling “look out! here comes the pat!” Line segments vs. splines Coherence geometric algorithms Performance of steering is generally O(1) with path following getting into O(n) http://www.youtube.com/watch?v=BTZqaAG- Xjo 14
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Thanks for watching! More bunnies 15
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