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Timeline for Real Time Dynamic Pathfinding?

Current License: CC BY-SA 3.0

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May 12, 2011 at 4:46 comment added Olhovsky Your first link is the link that I gave in my answer btw. Okay fair enough, it might be fair to describe that type of path finding as path following. Ultimately they are both trying to find the path to follow, but I think that in this case I'm wrong, and we should call what we see in your second link as path following. E.g. the act of linking coarse path points together with cubic splies/biezer curves/insert-your-method-here. That said, I still strongly disagree that it is not feasible to implement path finding around dynamic obstacles, as your answer seems to suggest.
May 12, 2011 at 4:26 comment added emartel I'm sorry but "path following" is not an invented term. Read industry produced documents and you'll see it used over and over again: link or link just to link a few. Unfortunately I can't link you to NDA protected documentations of engines / middlewares widely used in the industry.
May 12, 2011 at 4:07 comment added Olhovsky I know you don't need the GPU for contiuum crowds, which is why I linked a CPU based version. Your description of path following is still a pathfinding search, it is just a pathfinding search at a different detail level, on a different dataset. So what you really have is a course detail pathfinding pass, and a fine detail pathfinding pass. Ultimately you are trying to find the path that an actor should follow. Inventing new terms for this just confuses things.
May 12, 2011 at 4:03 comment added emartel I would have to disagree on this one. Any engine will treat path finding and path following as two distinct problems, where the first one is a graph search of the navigable area and the other one intends in searching the optimal movement vector within the local space. I've worked on such crowd simulation producing middleware used by AAA games without needing to rely on the GPU. Most implementations will use a flow field (the pathfinder) and steering to follow the flow and avoid other agents (the pathfollower). As my answer stated, this is a "game programmer" answer, not an academic answer.
May 12, 2011 at 3:52 comment added Olhovsky Uh, no. "Path following" is the same as path finding. There are many approaches that permit realtime following of thousands of agents when obstacles are changing, on a desktop PC. Certainly it is not too expensive to find a path for a single agent, when obstacles move around. Here is one such approach, of many: grail.cs.washington.edu/projects/crowd-flows GPU accellerated versions of continuum crowds exist.
May 11, 2011 at 17:01 history answered emartel CC BY-SA 3.0