Uploaded April 2019 | Updated September 2026, 33 minutes ago
This engine aims to allow the user to visualise various AI behaviour types - how they interact with their environment, what is used in their "decision making", and to test adjustments to those AI in real-time.
This video demonstrates a few major updates over the last:
- The addition of a "Predator" type creature that chases down other nearby creatures. The other creatures have a strong aversion to predators. The effect of the other creatures moving away from the predator looks pretty cool!
- The vector panel now shows specific names for the various decisions being made by the creature that the camera is locked on to. In this case, the predator, here a shark, is seeking the nearest fish while avoiding other sharks in a small radius. I'll be exploring this feature in more depth in the next video.
- The codebase has been revamped to allow the programmer to input new AI "Brains" in just a matter of a few lines of code. I will be testing this with new features very soon.
The next updates will be (in no particular order):
- Addition of more behaviours (e.g. pursuit / evade, wall avoidance)
- The ability to turn on / off behaviours
- The ability to adjust the intensity of the various behaviours
- Ability to view the vantage point of different creatures
- And any others that you may have in mind! Please let me know!!
Please find the current codebase at https://github.com/s0lly/Steering-Beh... - but note that this is still a work in progress.
Hopefully this project will allow for the quick creation of multiple AI types by allowing live-editing of various parameters, and give a very deep sense into how the various AIs would respond to different stimuli.
Please let me know how if you have any suggestions on things to add!
Acknowledgements:
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
The ideas of using steering behaviours came about while reading Mat Buckland's book "Programming Game AI by Example", which has proved invaluable in building this visualisation.
Intro music by Eric Skiff, song "All of Us" (Available at EricSkiff.com/music)
This engine aims to allow the user to visualise various AI behaviour types - how they interact with their environment, what is used in their "decision making", and to test adjustments to those AI in real-time.
This video demonstrates a few major updates over the last:
- The addition of a "Predator" type creature that chases down other nearby creatures. The other creatures have a strong aversion to predators. The effect of the other creatures moving away from the predator looks pretty cool!
- The vector panel now shows specific names for the various decisions being made by the creature that the camera is locked on to. In this case, the predator, here a shark, is seeking the nearest fish while avoiding other sharks in a small radius. I'll be exploring this feature in more depth in the next video.
- The codebase has been revamped to allow the programmer to input new AI "Brains" in just a matter of a few lines of code. I will be testing this with new features very soon.
The next updates will be (in no particular order):
- Addition of more behaviours (e.g. pursuit / evade, wall avoidance)
- The ability to turn on / off behaviours
- The ability to adjust the intensity of the various behaviours
- Ability to view the vantage point of different creatures
- And any others that you may have in mind! Please let me know!!
Please find the current codebase at https://github.com/s0lly/Steering-Beh... - but note that this is still a work in progress.
Hopefully this project will allow for the quick creation of multiple AI types by allowing live-editing of various parameters, and give a very deep sense into how the various AIs would respond to different stimuli.
Please let me know how if you have any suggestions on things to add!
Acknowledgements:
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
The ideas of using steering behaviours came about while reading Mat Buckland's book "Programming Game AI by Example", which has proved invaluable in building this visualisation.
Intro music by Eric Skiff, song "All of Us" (Available at EricSkiff.com/music)



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