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What is the purpose of understanding steering behaviors?
This post is part of a series called Understanding Steering Behaviors. Steering behaviors aim to help autonomous characters move in a realistic manner, by using simple forces that combine to produce life-like, improvisational navigation.
Is the pursuit behavior the same as seek?
The pursuit behavior works pretty much the same way seek does, the only difference is that the pursuer will not seek the target itself, but its position in the near future. Assuming every character in the game is represented by a class named Boid, the following pseudo-code implements the basic idea behind the pursuit behavior:
How are the forces calculated in steering behavior?
The resulting forces are calculated almost the same way as in the seek behavior: The desired_velocity in that case represents the easiest escaping route the character can use to run away from the target. The steering force makes the character abandon its current route, pushing it towards the direction of the desired velocity vector.
How does the pursuit behavior work in Minecraft?
Every update a new “future position” is generated based on the character’s current velocity vector (which also guides the movement direction). The pursuit behavior works pretty much the same way seek does, the only difference is that the pursuer will not seek the target itself, but its position in the near future.
How can I tune the steering on my Rover?
Put your rover into MANUAL mode, and put the steering hard over to one side. Then very slowly drive your rover in a circle. Use a tape measure to measure the diameter of that circle and set STEER2SRV_P to that value in meters. The TURN_MAX_G parameter can now be tuned so that your rover can drive more aggressively, without turning over.
How is the desired velocity of steering calculated?
steering = desired_velocity – velocity The desired_velocity, in this case, is the shortest path between the character and the target. It is calculated by subtracting the target’s position from the character’s position. The result is a force vector that goes from the character towards the target.