Questions tagged [ai]
The design and/or logic of how an in-game entity makes decisions about its behavior.
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How to generate a series of checkpoints randomly along a 2D line
I was wondering how I would go about generating a series of checkpoint gates along a 2D line in my game. A bit of background, my game is a 2D reinforcement learning car driving simulator, I have a ...
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How to make AI Character move towards Actor Object
I have in my scene an AI Character and Actor Object, but the character won't move no matter what I've tried. You can see the current code with debug statements. I'm not sure what I'm missing because I'...
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BehaviourDesigner Runtime Squads for new Formations
I'm struggling to make a new "Squad" at runtime from group selection to move in BehaviourDesigners Formations.
The code for what I've done but this would turn this question into a novel, so.....
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Are GOAP & GBAB (Goal based agent behavior) the same thing?
I am reading Programming Game AI by Example. It shows a technique called Goal Based Agent Behavior, which seems very similar to GOAP.
Are these the same, or there are key differences of which I should ...
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How hard to brake to perfectly smoothly reach the destination?
Goal
I want the get the required minimum deceleration to perfectly smoothly reach a target.
(The car's AI should know how hard it has to brake to be the perfect valet.)
Research
"How can I ...
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remaking Pong in Godot but the opponent AI cannot locate the ball's coordinate correctly
I'm following a detailed YouTube tutorial on remaking Pong in Godot 3.0 but I have ran into an issue regarding the way the AI opponent reacts to the incoming ball, what's happening is that the ...
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How to rotate spaceship quaternion to face target direction with constant angular speed?
I have an enemy spaceship, and I want to make it turn to face the player with (for now) a constant angular speed. The ship's orientation is a quaternion. How do I do this?
Since this is totally free ...
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Convert new position into a velocity?
Still trying to fix my enemy's bugs. The current one is that Im using a step system that moves the enemy towards a certain position like this:
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Add wobblyness to moving object
I've been working on a custom enemy "AI", the way it works is it generates a point inside a colliders bounds, then moves the enemy towards the point. Once the enemy reaches it. The point is ...
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NavMesh Runtime Generation In Specific Areas
Unity allows the runtime generation of NavMesh surfaces with the Unity.AI.Navigation package through the BuildNavMesh method. However, this function re-bakes the entire NavMesh in the current scene, ...
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Flying AI shakes when chasing and avoiding obstacles simultaneously
I've got a problem with my flying AI in Unity. When it just chases a target it's ok, but my system contains avoiding obstacles so when it starts to do it, it shakes weirdly.
As I understood using <...
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Do "procedurally generated" skyboxes on the Unity Asset Store use machine learning trained on existing images?
I noticed that some skyboxes on the Unity Asset Store specifically say they use AI image models like Stable Diffusion, for instance "Stylized Space Skybox pack":
The description of this ...
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Why are the transform game objects moving away from the snail when they are swapping their direction?
I am making a game in which I created a character (main player) and another character(snail). Now the snail will move on the ground, when there is no ground detected it will change its direction. I ...
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How to make ranged RTS units move to their firing range from an opponent using flow fields?
I am trying to make a simple real-time strategy game (only the battle system of units fighting each other; no building, no economy, only battles and victory). I am using flow fields to make the units ...
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Obstacle avoidance via steering behaviour when near gaps
I'm trying to implement RTS-like character control on C++/SDL2 for a character with a rectangular hitbox. I have a path-finding algorithm ready and I want to implement obstacle avoidance steering ...