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0
votes
3answers
595 views

Find closest point on NavMesh if current target unreachable

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ...
2
votes
1answer
461 views

Avoidance Steering Behavior acting inappropriately

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
1
vote
1answer
66 views

Sliding DOOM style collision resolution against arbitrary 2D geometry

I've been working on a HTML5 canvas raycasting engine for the web browser, with the end goal of making a simple FPS game in the style of the early 90s. The engine sits somewhere between Wolfenstein 3D ...
8
votes
2answers
287 views

Pathfinding and collision avoidance on mobile

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
2
votes
1answer
71 views

2D LibGDX Collision Avoidance [duplicate]

I would like to know what is the best way to implement collision avoidance and eventually pathfinding in a LibGDX 2D top view game. Think of "Binding of Isaac". I use a sort of tilemap to place the ...
10
votes
4answers
463 views

How is RTS Local Avoidance Done?

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
0
votes
2answers
231 views

Unity2D Collision Issue

I have a crate setup (in pic below) with a rigid body component, box collider and 3 circle colliders(they allow me to push the crate most of the time without getting stuck on the floor textures which ...
1
vote
0answers
55 views

Building Irregular terrain in tile-based approach

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
1
vote
1answer
121 views

How can my entities avoid walking on certain tiles?

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
1
vote
1answer
336 views

AABB swept collision response with voxel world

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...
3
votes
2answers
195 views

Find a position within one radius, but outside other radii

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
2
votes
2answers
303 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
1
vote
1answer
275 views

Obstacle Avoidance With Walls in C#

I'm trying to do some obstacle avoidance. Yet somehow something is not going quite well. I've used the book "Programming Game AI by Example" to create a simular function in c# in combination with XNA. ...
1
vote
1answer
55 views

How to convert strict limit in position into gradual slow down?

The player moves a spell object, the spell must stay withing a certain range of the player. The spell is moved using a physics system and it has mass and velocity. Currently when the spell goes out ...
0
votes
0answers
149 views

How do I handle collision involving many characters?

My collision checking works fine. The problem is what to do after two zombies collide so they still walk towards the player but don't go through each other. My current method works fine for two or ...
4
votes
1answer
260 views

How can I test if an object will “fit” during pathfinding?

I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
2
votes
1answer
195 views

Have the character automatically slide around obstacle corners [duplicate]

Like this: The player is only holding right, however the character still moves up a bit to go around an obstacle. My current collision system has access to: The entity's previous position The ...
3
votes
2answers
559 views

What would be the most simple following target and neighbors avoidance algorithm in 2D space on plane?

I have ~20 or more enemies and they need to follow a target and avoid to go on top of themselves. I mean follow a target and avoid to collide with each other. Area, on which they are walking, is just ...
1
vote
2answers
82 views

Handling Block Collisions

The title isn't great, but let me try and explain my problem. I'm working on a little game at the moment the gist of which is that you're an entity in this 2-D world and you have to dodge obstacles. ...
4
votes
1answer
429 views

Help me please to choose proper path-finding algorithm

I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario: Units - any shape. But in most cases rectangles of ...
1
vote
4answers
361 views

Java Slick2d collision feedback [closed]

I'm trying to build a collision response ( it uses vectors2f from slick2d ) so that enemies don't overlap on each other so basicly what I'm doing right now is, I loop trough all enemies in array ...
0
votes
2answers
859 views

How do I stop overlapping shapes when collision detected in AndEngine?

I am making a very simple demo in AndEngine in which I have three rectangles: rect1, rect2 and rect3 in an ArrayList. I register onAreaTouch as follows: @Override public boolean ...
2
votes
1answer
558 views

Dynamic obstacles avoidance in navigation mesh system

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
5
votes
1answer
7k views

How can I use Rectangle.Intersect() to resolve collisions in XNA?

I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...
10
votes
2answers
2k views

pathfinding with obstacles in a Warcraft 3 like game

Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok. But there is map resolution issue. When I look ...
23
votes
2answers
1k views

Algorithm for spreading labels in a visually appealing and intuitive way

Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I ...
3
votes
2answers
358 views

How to make it so units don't stack up in one location? [duplicate]

Possible Duplicate: Is there a simple way to stop enemies standing in the same spot? So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so ...
16
votes
1answer
955 views

How to resolve collisions of compound shapes using SAT?

SAT is a decent way to determine collisions between arbitrary convex polygons. You'll even get the vector that is needed to resolve a collision. To resolve collisions between complex (non-convex) ...