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Starmap Behaviors
https://web.cs.ship.edu/~djmoon/gaming/gaming-notes/ai-movement.pdf
Create behaviors that can be assigned to starmap entities by the flight director or as part of a timeline input.
- [ ] Starmap Behavior - Write a function for calculating travel time to a point given an entity based on that entity's engine capabilities
- [ ] Starmap Behavior - Write a function to calculate the distance to the edge of an object
- [ ] Starmap Behavior - Write a function to determine objects that are in front of an object
- [ ] Starmap Behavior - Seek - move towards the selected object or point
- [ ] Starmap Behavior - Wander - Move within a specified radius
- [ ] Starmap Behavior - Arrive - stop at a selected object or point
- [ ] Starmap Behavior - Flee - move away from an object or point
- [ ] Starmap Behavior - Evade - move away from an object, up to a certain distance
- [ ] Starmap Behavior - Pursuit - predict the future position of an object based on its velocity and move towards that point
- [ ] Starmap Behavior - Path Following - follow the points of a predefined path
- [ ] Starmap Behavior - Follow - Move towards a point immediately behind another object
- [ ] Starmap Behavior - Collision Avoidance - change course around static objects
- [ ] Starmap Behavior - Flocking Behaviors - use separation, cohesion, and alignment to avoid moving targets