Wander

wander behaviour details

The wander behaviour is designed to produce a steering force that will give the impression of a random walk through the game domain.

Realistic behaviour is achieved by projecting a circle directly ahead of the agent and steering towards a target that is constrained to the circle's circumference. Each time step the target is moved a small random angular distance (jitter) round the circumference.

The distance in front of the agent (wander distance), the circle radius (wander radius) and the maximum jitter angle (measured in radians per second) can changed to get different wander patterns.