Archive 17/01/2023.

Behavior/Steering Component

rasteron

I was hoping there could be some behavior or steering component for AI, aside from Detour/Crowd navigation generating navmeshes…


seek, flee, pursue, evade, arrive, wander, follow, obstacle and collision avoidance.

Behavior Tree Starter Kit (ZLIB)
github.com/aigamedev/btsk

OpenSteer (MIT) 2D/3D

sourceforge.net/projects/opensteer/
github.com/meshula/OpenSteer

MicroPather (ZLIB) 2D/3D


grinninglizard.com/MicroPather/index.htm
sourceforge.net/projects/micropather/

Lumak

Steering behavior has always been an interesting topic. I remember seeing OpenSteer containing similar behavior implementation for racing, opposed to pedestrians, a number of years ago (could be a different library all together, can’t remember). I might look into that feature later on if I decide to make a racing game.

rasteron

@Lumak

Me too, got interested when I saw other demos and frameworks. Here’s one from Panda3D built-in AI (Panda AI)

[video]https://www.youtube.com/watch?v=bYcbQogUx5o[/video]

OpenSteer would be a great choice…

@Sinoid
Thanks for sharing, that is a good start.

gabdab

It is quite easy to use opensteer .
You just overcome the 2D limitation by using rays .
It is based on a sort of behaviour tree …
Even though I have problems with rectangle obstacles , my animated model disappears
ssometimes .