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3
votes
1answer
257 views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
3
votes
1answer
760 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 ...
0
votes
1answer
137 views

Raycasting. Corner trap

In my top-down game character moves to target (pathfinding) also avoiding obstacles with Raycasting(Central ray with whiskers), but situation like on picture causes shiver and unneeded turning (...
1
vote
0answers
40 views

Best way to create defence(withdraw) algorthim libgdx?

I have created user body and enemy body. Enemy body uses the steering behavior created by gdx AI. User body have it own control inputprocessor. World doesnt have gravity. Enemy body arrives the user ...
1
vote
0answers
74 views

Steering and wall hugging problem

What I'm hoping to achieve is that when the player steers into a wall the movement is smoothed out by hugging along the wall, moving only with the velocity parallel to the wall, zeroing out the normal ...
0
votes
0answers
89 views

libgdx limit angular speed

I'm working on my top-down game. y characters use pathfinding + steering behaviors(Arrive and FollowPath) to move. I've implemented my character class from libgdx SteeringActor class (from tests). So ...
0
votes
0answers
59 views

Deterministic steering behaviors

I'm working on a turn based strategy game (like Jagged Alliance), where the player moves his units individually during his turn, while the enemies (zombies) all move and react simultaneously. I use ...
0
votes
0answers
148 views

Implementing ClearPath (crowd pathfinding)

This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of ...