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 Group:   comp.ai.games Post new message ]   
  Author:   "aatishsalvi@gmail.com"
  Subject:   Curved Paths for Autonomous Entities
  Body:   I'm building a simulator for a 2D sports game and I'd like my entities
to occasionally opt to use curved paths for avoidance, seeking etc.
rather than constantly moving in straight lines. Of course, I'd also
like the resulting paths to render smoothly when animating the
entities in question.

I'm considering having the entities use a simple quadratic bezier
curve (i.e 3 control points) to create a smooth path between two
points. My questions are as follows:

1) Is this total overkill and is there a simpler way to have more
natural looking curved motion?

2) If I do use the bezier curve is there a way to determine where the
apex of the curve will be before generating the entire curve (i.e.
just given the control points) and check to see if the entity is going
to run out of bounds?

Thanks in advance for the advice!
  Topic:   Curved Paths for Autonomous Entities
  Message:     Author     Date  
   *Message 1*     aatishsalvi@gmai...     Tue, 26 Aug 2008, 3:16 pm  
 Top . comp . ai . games

 
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