# Basic Steering of Game Agents

Mechanics

Nov 14, 2013 (4 years and 5 months ago)

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Basic Steering of Game Agents

Featuring Guest professors

Stephen Sheneman

&

Michael Wilkens

1

Topics Covered

K
inematics

Facing and Alignment

Seek and Flee

Arrive

Pursuit

Wander

Path following

2

Kinematics

Velocity

Vectors

Max speeds

Acceleration

Game world

3

Facing

Help create illusion of intelligence

The
character looks at its target

Changes its orientation so that it is facing its
target

tyc

4

Align

The character changes its orientation to that
of its target

Have to do special calculations because
orientation wraps back around to 0

5

S
eek

Vectors

Target character

Velocity

Max speeds

Kinematics controlling to look like normal
behavior vector handling and velocity
handling basics

6

Flee

Opposite of seek

Desired velocity
aims for opposite
vector

7

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

Pursue

Similar to Seek

Uses predictions

Pursue that degree!

9

Handle prediction but moving away

amped up Flee

10

Wander

Move from random target to random target

Focus on jitter

Facing in the right direction

Turn speed

11

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

Path Following

Take a predefined path, and set its predicted
points and have the character seek to those
points as it goes along

Disadvantage: character may take undesired short
cuts

13

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)