I'm trying to implement collision avoidance steering behaviour using rectangles. Most of the tutorials I've found are with circles, and there's a substantial difference. For example, I've been reading this:http://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-collision-avoidance--gamedev-7777
My current approach: first, detect the nearest rectangle as done in the article. I create a point called ahead in front of my entity and then check if that point is inside the rectangle. After calculating the nearest object, I decompose my rectangle in a set of points, equally spaced in the rectangle walls. My entity will flee those points.
EDIT: I've also proven to convert my rectangle in an electromagnetic repulsive rectangle with 4 bars of homogeneus charged. It didn't worked. I also tried the "containment" section described in Craig Reynolds' website and it also didn't worked properly.
That works reasonably well: my entities try to avoid the rectangle. However, they sometimes get a bit into it, and when they're near the rectangle they start flipping to left and right quickly. That is not a very natural behaviour, so I think I want to prove another thing.
I've read this in gamedev SO: Wall avoidance steering I think that this could be what I need, approximately. However, I need some guidance on this.
First, the answer speakes about a dot product of the wall-boid vectors (let's call them WBi). Which is the another vector I have to multiply with? In the code sample is noted as
partsListbut I don't know what it is. So, first question: what is this second vector?
In my opinion, this algorithm as a very important flow. If the force is exerted in the direction of normal of the wall, and by chance my entity goes with velocity normal to the wall, it will stop. This, I think, could be a rare event because more steering forces are involved... Second question: there is a way to avoid this? Is this effect important enough to take care of it even if I have more forces?
In fact, I need an algorithm capable of detecting and avoding rectangles with steering behaviors -or, at less, a way to move my entities in a space with obstacles using something compatible with steering behaviors, because I use them for coordinate movement.
Take in account that some combinations of rectangles could create convex shapes.
- The rectangles aren't rotated.