Nareyek A.'s AI in computer games PDF

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Gravity * (time * time); direction = direction / (2 * speed * time); return direction; How it works... Given a fixed speed, we solve the corresponding quadratic equation in order to obtain the desired direction (when at least one time value is available), which doesn't need to be normalized because we already normalized the vector while setting up the projectile. There's more... Take into account that we are returning a blank direction when time is negative; it means that the speed is not sufficient.

JumpLocation, direction, agent. maxSpeed, false); } 4. y * jumpPoint. info Behaviors – Intelligent Movement 5. velocity = new Vector3(vx, 0f, vz); canAchieve = true; return true; } return false; } 6. Override the Awake member function. info Chapter 1 7. Override the GetSteering member function: public override Steering GetSteering() { Steering steering = new Steering(); // Check if we have a trajectory, and create one if not. = null && target == null) { CalculateTarget(); } //Check if the trajectory is zero.

If not, we have no acceleration. position - target. velocity - target. GetSteering(); } How it works... The algorithm takes into account the agent's velocity and calculates whether it can reach the landing pad or not. The behavior's target is the one responsible for executing the jump, and if it judges that the agent can, it tries to match the targets' vertical velocity while seeking the landing pad's position. info Behaviors – Intelligent Movement There is more We will need a jump pad and a landing pad in order to have a complete jumping system.

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AI in computer games by Nareyek A.


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