We can represent all the kinematic data for a character (i.e.,its movement and position)in one structure:


Seek tries to match the position of the character with the position of the target. Exactly as for the kinematic seek algorithm, it finds the direction to the target and heads toward it as fast as possible. Because the steering output is now an acceleration, It will accelerate as much as possible.


Seek will always move toward its goal with the greatest possible acceleration. This is fine if the target is constantly moving and the character needs to give chase at full speed. If the character arrives at the target, it will overshoot, reverse, and oscillate through the target,or it will more likely orbit around the target without getting closer. If the character is supposed to arrive at the target, it needs to slow down so that it arrives exactly at the right location.



Seek vs Arrive:

The main difference between the seek and arriving algorithm is that the arriving algorithm is used to remove this wiggle effect as once the chasing character reaches the target or point in a game , it will stop moving and remain stationary.