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Irlan Robson

How can I process steering behaviours?

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Weel, I'm handling the AI part of my simple game engine.

I have a  GameObject class that holds the attributes (pointers) for the components.


Transform, Behaviour etc...


Now I need to know some kind of advice in how to process the behaviours in the AI system



I have Steering class.

What kind of attributes the class holds? RigidBody pointers? Source and Target GameObject pointers?


The AI System should output forces to the RigidBody.


How can I detach a behaviour from a GameObject when it's finished?



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