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Basic Steering of Game Agents. Featuring Guest professors Stephen Sheneman & Michael Wilkens. Topics Covered. K inematics Facing and Alignment Seek and Flee Arrive Pursuit Evade Wander Path following. Kinematics. Velocity Vectors Max speeds Acceleration Game world. Facing.
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Basic Steering of Game Agents Featuring Guest professors Stephen Sheneman & Michael Wilkens
Topics Covered • Kinematics • Facing and Alignment • Seek and Flee • Arrive • Pursuit • Evade • Wander • Path following
Kinematics • Velocity • Vectors • Max speeds • Acceleration • Game world
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=i1SFm62Etyc
Align • The character changes its orientation to that of its target • Have to do special calculations because orientation wraps back around to 0
Seek • Vectors • Target character • Velocity • Max speeds • Kinematics controlling to look like normal behavior vector handling and velocity handling basics
Flee • Opposite of seek • Desired velocity aims for opposite vector
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
Pursue • Similar to Seek • Uses predictions • Pursue that degree!
Evade • Handle prediction but moving away • Evade is an amped up Flee
Wander • Move from random target to random target • Focus on jitter • Facing in the right direction • Turn speed
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
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
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
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