Jump to content
  • Advertisement
Sign in to follow this  
Irlan Robson

How can I process steering behaviours?

This topic is 2080 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Eg.

 

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?

 

Thanks...

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!