Saturday, November 25, 2017

Steering Behaviors

Steering behaviors is something used to make your AI move in your game look a lot more human. For example, in Unity, you can make a patrol pattern which gives the user a somewhat good feel to the game. However, when the enemy reaches a point, they will move at full speed towards their target, and stop perfectly. It makes them look too much like a robot! Steering behaviors allows your AI to make them move and behave more human.

Whilst we're on the topic of patrolling, there is a steering behavior called Arrival. This behavior will allow your enemy to arrive at a target position much like a human. We never move to our target area as fast as we can and stop. We slow down towards our target and come to a nice and smooth stop. This is what this steering behavior does. It makes an invisible circle around each point, and the closer the enemy gets to its point, the lower their speed. 

Other steering behaviors include:
Pursuit - This steering behavior will calculate where their target will go to in x frames, much like a leading target. If you've ever played War Thunder or the new Battlefront's starship mechanic, you can see a lead target, where you will hit the target. This is what this steering behavior does.

Evade - This steering behavior will allow the enemy to evade a target object within the game scene. Much like a prey, running away from its predator.

Wander - This steering behavior will allow NPCs or enemies to wander around your game scene. This is made by making an invisible circle infront of the NPC or enemies. Within this circle lies the steering direction/force which will allow them to move towards that direction. This steering behavior will never invert on itself, much like a person forgetting something in a room. 

Seek - This steering behavior allows your enemy to seek out a target.



You can see many more by using this link: https://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732



No comments:

Post a Comment