Now that we have characters that can follow the right path and avoid static objects, we are ready to move on to the next level and make those characters avoid dynamic objects while moving from point to point. We will revise the three different examples created in this chapter and see how we can add the avoiding technique to the AI characters in those examples.
Those three methods should cover almost every game genre that uses point to point movement as their primary method of locomotion, and we will be able to create new ideas with these examples as a guideline:
Let's start with the racing ...