Opensteer

BlitzMax Forums/Brucey's Modules/Opensteer

Volker(Posted 2009) [#1]
Hi Brucey,

if you are getting bored over your current project (whatever that is):
http://opensteer.sourceforge.net/
"OpenSteer is a C++ library to help construct steering behaviors for autonomous characters in games and animation. " MIT license.


Armitage 1982(Posted 2009) [#2]
I wonder how it would be possible to integrate this in a physical simulation like Box2D...
I suppose it's probably hard but interesting library Volker.


Volker(Posted 2009) [#3]
Running over the documentation there are always steering forces
returned by the functions. I dont know box2d, but for Newton
this should be useable.


jkrankie(Posted 2009) [#4]
I'd like this one too :)

Cheers
Charlie


xlsior(Posted 2009) [#5]
Ditto...


Brucey(Posted 2009) [#6]
I actually once got half-way through a full port of opensteer to BlitzMax, but tossed it, since that was obviously a rather foolish venture :-p

But yeah... it's been on my todo list for a while.


Armitage 1982(Posted 2009) [#7]
Is this actually something easy to use ?

I'm pretty bad at AI behaviour and FSM.

I currently have some fish and birds that could benefit from such a library.
Would be awesome to have something smooth and natural for them.

But since my game is physic based, all I have at my disposal is ray-casting, sensor and collision detection.
I wonder if Opensteer is conceivable without any way-points or map drive assistant.
Is this still applicable with 2D platform game ?

If someone has clues on this, it's welcome :)

EDIT
The driving example is maybe what I'm searching for but hard to imagine the constraint in a 2D platform world !


_Skully(Posted 2009) [#8]
Have a look at this...http://www.red3d.com/cwr/steer/

Its been posted before but is really interesting


Armitage 1982(Posted 2009) [#9]
I ask this question on the official forum : https://sourceforge.net/projects/opensteer/forums/forum/264792/topic/3431491/index/page/1

Some say it would be feasible to do so.
I should have a look at the API to get an idea.

Brucey, is this portage more complicated than others ?


Brucey(Posted 2009) [#10]
It's only complicated because of all the abstract classes being used, which require Max implementations calling into BlitzMax wrappings.

Just messy backend stuff really.


Armitage 1982(Posted 2009) [#11]
Probably it's because OpenSteer is still under heavy developpement as I read somewhere.
Maybe it's not the answer to my problem then :)


Armitage 1982(Posted 2009) [#12]
Is anyone know something similar?
I'm having hard time with FSM enemy players.
Finite state machine is not really easy to use with Box2d.