| Class | Description | 
|---|---|
| AbstractSteeringBehaviour | 
 Base class for all steering behaviours. 
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| AbstractStrengthSteeringBehaviour | 
 With this class it will be possible to increase or decrease the steering behaviour force. 
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| AlignmentBehaviour | 
 Craig W. 
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| ArriveBehaviour | 
 Arrival behavior is identical to seek while the character is far from its target. 
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| BalancedCompoundSteeringBehaviour | 
 Each force generated inside this container is reduced in relation with a
 proportion factor. 
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| BoxExploreBehaviour | 
 "Explore goal is to exhaustively cover a region of space". 
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| CohesionBehaviour | 
 Move toward center of neighbors. 
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| CompoundSteeringBehaviour | 
 A steer compound behaviour contains one or more steer behaviours. 
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| ContainmentBehaviour | 
 "Containment refers to motion which is restricted
  to remain within a certain region." 
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| 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." 
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| 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. 
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| 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." 
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| LeaderFollowing | 
 This is similar to pursuit behaviour, but pursuiers must stay away from the pursued path. 
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| MoveBehaviour | 
 Simple move behaviour: Agent moves in the "moveDirection" direction. 
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| ObstacleAvoidanceBehaviour | 
 Returns a steering force to avoid a given obstacle. 
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| PathFollowBehaviour | 
 "Path following behavior enables a character to steer along a predetermined path, such as a
 roadway, corridor or tunnel. 
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| PursuitBehaviour | 
 Brent Owens: "Pursuit is similar to seek except that the quarry (target) is another moving
 character. 
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| 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." 
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| RelativeWanderBehaviour | 
 "Wander is a type of random steering." 
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| SeekBehaviour | 
 Purpose of seek behaviour is to steer agent towards a specified position or
 object. 
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| SeparationBehaviour | 
 Brent Owens: "Separation steering behavior gives a character the ability to 
 maintain a certain separation distance from others nearby. 
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| SlowBehaviour | 
 Slows down the velocity produced by a behaviour container (g.e. 
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| SphereWanderBehaviour | 
 "Wander is a type of random steering. 
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| UnalignedCollisionAvoidanceBehaviour | 
 This behaviour is similar to ObstacleAvoidanceBehaviour wich the difference
 that the obstacles can be other agents in movement. 
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| 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. 
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