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seems they should be foaf:Group
```
dco:PortalGroup
a owl:Class ;
rdfs:label "Portal Group"@en-US ;
rdfs:subClassOf foaf:Organization , owl:Thing , foaf:Agent , dco:Object ;
…
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```
flee & evade steering behaviors
```
Original issue reported on code.google.com by `ptroc...@gmail.com` on 11 Sep 2011 at 8:53
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Hi,
I am wondering: would run the queue in a dedicated thread make sense? It doesn't directly apply modifications to transforms or GameObject, right?
I'd like to run a lot of AutonomousVehicle on m…
ghost updated
9 years ago
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```
Might think about adding a flocking and steering behavior system in... maybe...
```
Original issue reported on code.google.com by `pixelplacement` on 18 Aug 2010 at 4:06
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Hi,
I'm working on my master thesis in Computer Engineering in which I have to simulate a realistic crowd in a city.
I'm using UnitySteer with A\* Pathfinding (by Aron Granberg), so I created a scri…
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Hi,
I've been using UnitySteer for quite a while now, and I'm getting some issues using it for my missiles.
So before I totally change my mind and implement some simpler predictive steering behavior,…
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Hi,
i have found the following problem with the Arrive Steering Behavior:
When the steerable is approaching the target, the steeringOutput begins to "jump around". You can see this, when you look at…
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So I really like what where the AI extension stands and would love to try some features out. However it seems to me like there is no documentation beyond the tests on how someone would implement somet…
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Hi Ricardo,
It's me again :P
I have a bizarre behavior with the steerforevasion component when the target isn't moving at all: they kinda flee like fishes :p while I would expect a straight movement…
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Reference:
http://gamedev.stackexchange.com/questions/1885/target-tracking-when-to-accelerate-and-decelerate-a-rotating-turret
The control equation is vastly superior to the current method of decidin…