Hello everyone. I have a question regarding recommendations for AI driving in Edys driving Physics. I am making a simulation game and i was wondering what the best way to have ai drivers driving around in my game. I want them be driving around/following a path while i drive around. Similar to grand theft auto. I have bought edys driving physics and was wondering how i could implement something like this into that.
Maybe Simple Waypoint System or AIDriver toolkit. I need an idea for the best way to approach this.
Most commercial games use pre-authored splines that the AI cars follow. Some splines will be for expert drivers, others for crappier drivers. Lots of games also use “rubber banding” where the AI speed is adjusted based on how well or poorly you’re doing. Often the AI cars aren’t using “real” physics at all, and are what Unity would call kinematic. Sometimes they will get real physics when you ram them, and then they have have some simple logic to get back on their path.
If you want AI that drive cars with “real physics” by controlling the steering, acceleration, and braking inputs, then that’s much more complex. Start by looking into PID controllers.
Also, the Game Programming Gems and AI Wisdom books have a few chapters on racing game AI.