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Intelligent Movement

Summary

This prototype contains 4x kinematic movement scenes and 16x dynamic movement scenes, plus a base scene that can be configured from scratch by students. In kinematic movement scenes, students can change the agents’ steering behavior (seek, seek with arrive, flee, wander), their target (to seek or flee from), and maximum linear/angular speeds. In dynamic movement scenes, students can compose the agents’ steering behavior from fundamental movements (e.g., seek, flee, collision avoidance, separation, wander)—which can be themselves configured—and weight them to create complex movement. Students can also define the maximum speed and acceleration (linear and angular).

All examples are in 2D, and possible exercises and project assignments can consist of generalizing the provided code to 3D.

Supporting code structure

While kinematic movement code is fairly monolithic, the dynamic movement code is fully modular, making it very simple to add new fundamental behaviors. There is also some common code for both types of movement, and dynamic movement is further supported by code specific for defining paths.

The following UML class diagram summarizes the dynamic movement code:

Alt text

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