Its had some hiccups along the way. Its dynamically avoiding the boxes while navigating to only 5-6 way points randomly placed within the ‘asteroid field’. So yes, its totally avoiding all on its own with little assistance from path following. I have collision and object avoidance techniques going on all at once to prevent collision. So Collision Avoidance is more of the , +xyz on the input vectors to avoid collision nearby. It also has an axis locking mechanism to avoid one octant plane at a time, preventing it from blocking left and right at the same time. Additional randomness was added to check for minimum distance of collision traces. Last thing I have completed is the Object Avoidance. There is 4 traces which circulate around the ship shooting in the forward axis. When one of the traces hit, the collision is scanned out in each direction excluding the forward axis.What is returned is either the shortest distance to avoid the object, and the shortest distance to the goal. To again, add randomness the Object Avoidance choose between those two results. It also has some Flocking Behaviors, but its really basic at the moment.
So all of makes for the AI being able to duck and dodge most fairly sized objects. Its has* it own weaknesses*, but its perfect for my situation. So I will be discussing that, and how you can tweak your Flying AI to fit your situation.
What I’m currently adding is more Flocking Behaviors. I had the ships hit each other a few times and it was really funny. Exciting as well, so it made me think of a school of fish. How awesome would it be to see a fleet of AI flying around asteroids chasing other ships?
Thanks for the support!