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Steering handling in Vehicle.update()
ignores GameEntity.maxTurnRate
#49
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Maybe clarifying the documentation of |
Another way would be to reorganize the behaviors to not "slide" the entity but rotate and move it where possible. I am currently trying to throw together an example for moving a car across hills and stumble into issues of behaviors and the
Maybe I am missing something obvious here? Non the less, the documentation currently is pretty vague about what properties are used for calculation and therefore it would be cool to enhance it. 👍 |
That's true. Most parts of the documentation mainly describe the class structure but with too less explanations.
The problem is that the steering model tries to be physically correct whereas non-force based methods like
That depends on the use case. If you consider Keep in mind that games which utilizes navigation meshes, |
Clarified |
I am currently experimenting in combining goals and steering.
I just stumbled over the fact that steering behavior application in
Vehicle
completely ignores themaxTurnRate
defined inGameEntity
.I wonder if we should make steering in
Vehicle
aware of themaxTurnRate
, as technically a vehicle is a derived class fromGameEntity
and therefore should adhere to the same constraints?I feel however that implementing it will break existing functionality, as one can disable
MovingEntity.updateOrientation
.So we have currently the following feature matrix (ordered by class inheritance):
maxTurnRate
supportedupdateOrientation
supportedsteering
supportedGameEntity.update()
MovingEntity.update()
Vehicle.update()
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