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

Posted by SirYakalot on Game Development See other posts from Game Development or by SirYakalot
Published on 2011-11-21T16:15:52Z Indexed on 2011/11/21 18:11 UTC
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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?

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?

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