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0 votes
1 answer
421 views

Context-based Steering

I added context-based steering functionality to my 2d sideview free-roam shoot-'em-up game. Essentially enemy units emit raycasts eventually towards every direction, I determine interest and danger ...
Christian Finke's user avatar
0 votes
0 answers
108 views

Real-life "fighter jet" like movement behavior in a 2D side-view game

I'm looking for a way to implement a fighter-jet like movement behavior for my non-player entities in my 2D side-view shoot-em-up. I.e. enemy entities (say jets or planes) can't suddenly change their ...
Christian Finke's user avatar
0 votes
1 answer
199 views

Controlling a thrustered 2D space ship with angular rotation and max speed

In my game I have a computer controlled ship that is accelerated by a thruster: with a constant force and in the direction of the ship's current orientation/rotation angle. Thrusting My ship has a ...
Eduardo G.R.'s user avatar
2 votes
1 answer
260 views

How to implement swooping movement?

I am trying to code some swooping behavior for a flying enemy in my 2D platformer. The ideal behavior has the enemy starting from an arbitrary height above the ground, then accelerating downward and ...
DyingIsFun's user avatar
  • 1,317
1 vote
0 answers
98 views

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 ...
DyingIsFun's user avatar
  • 1,317
0 votes
1 answer
312 views

Vector field collision avoidance

I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
STK Oscar's user avatar
  • 145
1 vote
2 answers
665 views

How would I go about implementing a collision avoidance check, avoiding moving objects from multiple directions?

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
Simon's user avatar
  • 13
0 votes
1 answer
237 views

How to implement wall-following behavior?

I am working on an action platformer and am trying to implement an enemy with simple wall-following behavior. I want the enemy to follow the boundary of whatever connected constellation of walls it is ...
DyingIsFun's user avatar
  • 1,317
4 votes
3 answers
3k views

Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a ...
Aviv Cohn's user avatar
  • 913
16 votes
2 answers
2k views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle (...
Kim's user avatar
  • 161
1 vote
1 answer
393 views

How to apply steering to a physics body correctly when using a physics engine?

I have a top down 2d game that uses a physics engine (Farseer). I'm using the standard steering behaviors to make the AI move around but I'm not sure the correct way to take the so called "steering ...
TerryB's user avatar
  • 1,273
1 vote
2 answers
867 views

Change AI steering behavior's direction to 8 directions

I am making a 2d soccer game, all players move in 8 directions, so I need to convert AI steering behavior(like arrive and pursuit) into 8 directions. Here are three example situations: Player(now is ...
Captain's user avatar
  • 57
5 votes
1 answer
2k views

How to limit steering force at low velocities

Sorry if this is posted before, but I didn't find an answer for this. I've been banging my head on this for a day now and I seems to be stuck. I've implemented (see below) the 2D steering arrival ...
Yannick's user avatar
  • 61