| Class | Description |
|---|---|
| AbstractSteeringBehaviour |
Base class for all steering behaviours.
|
| AbstractStrengthSteeringBehaviour |
With this class it will be possible to increase or decrease the steering behaviour force.
|
| AlignmentBehaviour |
Craig W.
|
| ArriveBehaviour |
Arrival behavior is identical to seek while the character is far from its target.
|
| BalancedCompoundSteeringBehaviour |
Each force generated inside this container is reduced in relation with a
proportion factor.
|
| BoxExploreBehaviour |
"Explore goal is to exhaustively cover a region of space".
|
| CohesionBehaviour |
Move toward center of neighbors.
|
| CompoundSteeringBehaviour |
A steer compound behaviour contains one or more steer behaviours.
|
| ContainmentBehaviour |
"Containment refers to motion which is restricted
to remain within a certain region."
|
| EvadeBehaviour |
Brent Owens: "Evasion is analogous to pursuit, except that flee is used to steer away
from the predicted future position of the target character."
|
| FleeBehaviour |
Flee is simply the inverse of seek and acts to steer the agent so that its
velocity is radially aligned away from the target.
|
| HideBehaviour |
"Hide behavior involves identifying a target location which is on the opposite
side of an obstacle from the opponent, and steering toward it using seek."
|
| LeaderFollowing |
This is similar to pursuit behaviour, but pursuiers must stay away from the pursued path.
|
| MoveBehaviour |
Simple move behaviour: Agent moves in the "moveDirection" direction.
|
| ObstacleAvoidanceBehaviour |
Returns a steering force to avoid a given obstacle.
|
| PathFollowBehaviour |
"Path following behavior enables a character to steer along a predetermined path, such as a
roadway, corridor or tunnel.
|
| PursuitBehaviour |
Brent Owens: "Pursuit is similar to seek except that the quarry (target) is another moving
character.
|
| QueuingBehaviour |
"The queuing results from a steering behavior which produces braking (deceleration)
when the vehicle detects other vehicles which are: nearby, in front of, and moving
slower than itself."
|
| RelativeWanderBehaviour |
"Wander is a type of random steering."
|
| SeekBehaviour |
Purpose of seek behaviour is to steer agent towards a specified position or
object.
|
| SeparationBehaviour |
Brent Owens: "Separation steering behavior gives a character the ability to
maintain a certain separation distance from others nearby.
|
| SlowBehaviour |
Slows down the velocity produced by a behaviour container (g.e.
|
| SphereWanderBehaviour |
"Wander is a type of random steering.
|
| UnalignedCollisionAvoidanceBehaviour |
This behaviour is similar to ObstacleAvoidanceBehaviour wich the difference
that the obstacles can be other agents in movement.
|
| WallApproachBehaviour |
"Approach a 'wall' (or other surface or path) and then maintain a
certain offset from it"
Keep in mind that this relates to wall approach not necessarily to collision detection. |
| WanderBehaviour |
This behaviour is based on a easy implementation that "generates random steering
force each frame, but this produces rather uninteresting motion.
|