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Steering behaviour
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flim Offline
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Post: #1
Steering behaviour
Is it feasible to integrate steering behaviour in engine?

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02-17-2009 03:46 PM
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dylantan Offline
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Post: #2
RE: Steering behaviour
I am curious about this as well. We having issue with making "formation" when 2-3 Ai character walking with the main character. We are studying on how this can be done using Opensteer.
10-03-2012 08:27 AM
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Zervox Offline
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Post: #3
RE: Steering behaviour
Steering is something which isn't going to be limited by the engine, but your implementation of it. It's the same thing with pathfinding, you are able to implement your own if you want to. if you want to do steering with the built-in pathfinding from EE you need the character source code and alter how the movement to next point on the path or make your own pathfinding code and add steering to it that way.

Edit: forgot to say, you don't need character source code, aslong as you know how to use the pathworld in the engine you can handle the retrieved path in your own way and then apply steering in between those.

steering doesn't really need pathfinding as its mostly used to determine obstacles in front or around it. but its still relying on how you implement steering how good it will work, not the engine itself.
(This post was last modified: 10-03-2012 03:43 PM by Zervox.)
10-03-2012 02:51 PM
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dylantan Offline
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Post: #4
RE: Steering behaviour
Thanks for the reply Aceio and Zervox. You are right. Previously we uses wrong movement algorithm which caused the unit to run all over the place and especially when stuck. After studying some of the source code and tutorial, we managed to resolve it based on a new movement algorithm.
10-05-2012 05:33 AM
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