3.6 Jumping
The biggest problem with character movement in shooters is jumping. The regular steering algorithms are not designed to incorporate jumps, which are a core part of the shooter genre.
Jumps are inherently risky. Unlike other steering actions, they can fail, and such a failure may make it difficult or impossible to recover (at the very limit, it may kill the character).
For example, consider a character chasing an enemy around a flat level. The steering algorithm estimates that the enemy will continue to move at its current speed and so sets the character’s trajectory accordingly. The next time the algorithm runs (usually the next frame, but it may be a little later if the AI is running every few frames) the character finds that its ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access