There are more behaviors out there and they could prove useful for certain games. They should be their own issues, but they are gathered here for discussion and as a central location for now.
Some contenders:
Individual
- Wander: Gives an agent an acceleration in a random direction inside of its environment.
- RaycastObstacleAvoid: Uses raycasts to give an agent an angular acceleration that will keep it from running into obstacles
- FollowFlowField: Gives an agent an acceleration along the tangent of a flowfield's direction vectors or a heatmap's numerical difference.
- Interpose: Gives an agent an acceleration that will take it to a target but through an imaginary line between two other agents.
- Jump: Gives an acceleration that will take it to a starting point with enough speed to commit to a jump and reach a target destination upon landing, using a callback or signal.
Group
- Alignment: Gives an agent an angular acceleration to rotate and face the same direction as everyone in its proximity
- Hide: Gives an agent an acceleration that will move it to a position where an obstacle in its proximity is between it and its target
- Follow the leader: Gives an agent an acceleration that will move it into position to follow a given leader in its proximity
- Queue: Gives an agent an acceleration that will move it through a target point without conflicting with others in its proximity trying to do the same.
There are more behaviors out there and they could prove useful for certain games. They should be their own issues, but they are gathered here for discussion and as a central location for now.
Some contenders:
Individual
Group