Archives

Category Archive for: ‘AI’

SteerForSphericalObstacleRepulsion facepalm

5

Been having trouble with spherical obstacle avoidance? This is likely why.

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UnitySteer 2.7 released

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The latest UnitySteer release contains some major changes, particularly relating to SteerForNeighbor subclasses and vehicle mass to improve performance and simplify the code. I’ve been testing these changes on develop for a while and while they are stable and significantly improve performance, I was somewhat hesitant on releasing them onto master because of how much they potentially change the behavior. …

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UnitySteer 2.6 released

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You can now find UnitySteer 2.6 on Github. The main change from the just-released UnitySteer 2.5.1 is how vehicle acceleration is smoothed. Since this is could have implications on how already-created agents behave, I’m releasing it independently from 2.5.1 so that users can have an option between just getting the smaller fixes or the latest version. While the vehicles were …

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UnitySteer 2.5.1 released

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I have just pushed to Github UnitySteer 2.5.1, an update to our OpenSteer descendent for the Unity game engine. This is a minor release which nonetheless contains some important fixes. The main changes are: Fixed a bug on Vector3Pathway when configuring cyclical paths Exposed a radar method so that the owner vehicle (or other classes) can force it to update …

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UnitySteer and pedestrian simulations

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A question that gets frequently asked is if UnitySteer can be used to implement pedestrian behavior. It can, since UnitySteer provides behaviors for agents to route around each other and obstacles, as well as towards objectives or paths, but what that misses is that there is a lot more logic to pedestrians than just how to get from point A …

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libnoise.unity

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With so many things going on at the same time, some tend to slip through the cracks. I’d forgotten to mention Tim Speltz’s port of libnoise, which he ported to Unity and released in November of last year under LGPL. I later added it to GitHub and did several bugfixes, which up until now I’d left on the development branch. …

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UnitySteer: Experimental vehicle and radar changes

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Lots of UnitySteer changes this last week. Mikko Mononen was kind enough to comment on a neighbor avoidance approach I was trying out, and suggested something based on his own DetourCrowd. I promptly implemented it, only to run into an oscillation problem. After a quick review, it turns out that the oscillation wasn’t being caused directly by the RVO implementation, …

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UnitySteer: the next few months

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What’s going to happen with UnitySteer over the next few months?

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UnitySteer – Upcoming path following changes

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Reviewing the upcoming path following changes in UnitySteer

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UnitySteer 2.0 – multiple agents example

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Let’s celebrate the release of UnitySteer 2.0 with a new example.

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