Racing games are really interesting to develop, and work on AI for the non-player drivers. They can be simple, or they can get really complex, as a car system really is tied to represent believable physics; however, there are minimum requirements for them to work, and to develop proper intelligent behaviors for non-player agents. In this recipe, we will learn how to create a small architecture for racing games.
Implementing an architecture for racing games
Getting ready
We will use the driver profile object that we developed previously, and use this recipe as the cornerstone for the rubber-band system we will develop later.