AI Chase and Shoot behaviour For the last week, I've been working a little bit on hitpoints, damage design, detection sphere, AI behaviours along with related class design and a bit of enemy indicator on the screen space. Truth to be honest, it's whole level of difficulty and headache, but I would like to think that I feel like I have made a very tiny little progress in term of knowledge in game development. So many physics and maths going around. Hitpoints and damage design So far it's pretty simple mechanic, and i am not yet planning to work more on this yet. The damage is taken from a calculated energy information stored in the every projectile shot at a target. AI Behaviour I was actually trying to figure out the homing / guided projectile mechanic, and somehow I need to at least have a simple enemy AI flying in space. Just didn't realize that I need to tackle this AI related problems soon enough. So far we have only two AI behaviours, namely ...