public CollisionAvoidanceSteererBase(final SteerableBody steerableBody) { super(steerableBody); this.proximity = new RadiusProximity<Vector3>(steerableBody, GameScreen.screen.engine.characters, steerableBody.getBoundingRadius() * 1.8f); this.collisionAvoidanceSB = new CollisionAvoidance<Vector3>(steerableBody, proximity) { @Override protected SteeringAcceleration<Vector3> calculateRealSteering(SteeringAcceleration<Vector3> steering) { super.calculateRealSteering(steering); steering.linear.y = 0; // remove any vertical acceleration return steering; } }; this.prioritySteering = new PrioritySteering<Vector3>(steerableBody, 0.001f) // .add(collisionAvoidanceSB); }