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Dollarslice
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I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour.

For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? while still following their calculated paths that is.

two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are these valid solutions? If yes how, in theory, would I implement them? Are there better ways? What is the more respected practice?

I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour.

For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other?

two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?

I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour.

For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other? while still following their calculated paths that is.

two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are these valid solutions? If yes how, in theory, would I implement them? Are there better ways? What is the more respected practice?

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Dollarslice
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what is the best way to add avoidance behaviour to an AI framework?

I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of implementing avoidance behaviour.

For example, if in the future I wanted to take away their weapons and have many of them wonder around in a crowd, how would I make them not hit / pass through each other, but instead avoid each other?

two ideas I had would be to add steering behaviour and allow that to deviate from their path, or to use a dynamic pathfinding technique. Are there better ways? What is the more respected practice?