All Questions
Tagged with steering-behaviors 2d
13 questions
0
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1
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421
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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 ...
0
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0
answers
108
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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 ...
0
votes
1
answer
199
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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 ...
2
votes
1
answer
260
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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 ...
1
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0
answers
98
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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 ...
0
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1
answer
312
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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 ...
1
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2
answers
665
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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 ...
0
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1
answer
237
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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 ...
4
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3
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3k
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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 ...
16
votes
2
answers
2k
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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 (...
1
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1
answer
393
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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 ...
1
vote
2
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867
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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 ...
5
votes
1
answer
2k
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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 ...