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Questions tagged [collision-avoidance]

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Minimal number of pairwise signals (mutexes) to follow a schedule

For a factory simulation, NPCs walk a path and stop in between to do things in work areas. My task is to find the best work schedule. The NPCs can of course collide with each other on their way. This ...
ListigerLurch's user avatar
1 vote
0 answers
29 views

steering behaviors collision avoidance: vehicle shaking before arrive at destination

I have made a test sketch of collision avoidance using javascript, as you can see right here. I want the vehicle to move to the clicked location, avoiding obstacles on the way. It is working, but not ...
Ricardinho's user avatar
2 votes
1 answer
172 views

Movement system for thousands of entities

I want to implement a movement system for armies of multiple thousand units. However, I struggle to get the movement "stable" when there are more than a few hundred units. The problem: When ...
Gileos's user avatar
  • 23
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0 answers
401 views

how to create something similar to warcraft 3 local avoidance?

I want to write a script that can lead to something like https://gyazo.com/90d3a0ec82a41f53c831b00c403dc7df (to surround the enemy through local avoidance). i am using navmesh unity, to solve this ...
NerzOff's user avatar
1 vote
0 answers
77 views

How to adjust a path to avoid collisions with moving obstacles inside a nav mesh?

I'm writing a script for a bot and I'm a little bit stuck. There's a game, there's a player (me) and I want to get from point A to point B. I can find the path via bot's API (it returns a ...
FelisManulus's user avatar
2 votes
0 answers
2k views

How to make pathfinding agents avoid each other using A* in unity?

So far Ive implemented a 2D grid graph using 2D physics. My enemies have a seeker script, AI destination setter (with the player position attached) and a basic AIPath script that is set to 2D When I ...
Felix Jönsson's user avatar
1 vote
2 answers
444 views

Wall sliding in JavaScript; works, but gets stuck at corners

this is a follow up to this other question: How do I handle player collision with corners of a wall In inspiration of the code given in its answer, I tried to write some new code. Basically, in the ...
B''H Bi'ezras -- Boruch Hashem's user avatar
0 votes
1 answer
109 views

Intersecting ORCA lines finding non-optimal solution for fast units

I've decided to implement my own algorithm for optimal reciprocal collision avoidance. It doesn't use linear programming, but iteratively projecting velocity on intersections of ORCA lines and checks ...
Acey's user avatar
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4 answers
644 views

How to prevent collisions between instantiated prefabs

I'm creating a virtual creature evolution system like here. This type of project requires to define creatures, which are made of some 3d boxes and simulate them over and over again, making little ...
Koby 27's user avatar
  • 131
1 vote
0 answers
216 views

RTS Pathfinding without collision between units Options

Ever since I made my units move to a certain location a problem has popped up that of course if I try to make two or more units go to the same place they fight for the same spot. Am I just being ...
Kiyo's user avatar
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1 answer
149 views

Collision detection and solution causes teleportation on corners

I am making my own game engine on Python and I got stuck with collision between objects. ...
over_stack's user avatar
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69 views

How can I spawn objects in a volume without intersection?

I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
user62039's user avatar
  • 113
3 votes
1 answer
213 views

Dodge different type of obstacles

I'm writing a 2D game where the player has to kill a Ninja. This Ninja is coming closer with a constant speed chasing the player. The Map has some static obstacles like stones no one can pass. The ...
LuaNoob's user avatar
  • 161
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0 answers
790 views

How do I keep a rigidbody from making unnecessary collisions on smooth surfaces in Unity3d?

I have been having trouble with a custom character controller I am making. The root of the problem lies with collisions. I am trying to make movement code, but I have a problem with ground movement. ...
blackhole's user avatar
0 votes
0 answers
131 views

Inverse Kinematics with obstacle avoidance for the manipulator (arm)

I have a basic understanding of inverse kinematics, in that there's a workspace and a configuration space, and the point is to find a solution in configuration space that satisfies a workspace goal. ...
oczkoisse's user avatar
  • 101
1 vote
1 answer
603 views

Enemies overlapping

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
Wurger Wulf's user avatar
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1 answer
3k views

Ray-box intersection problem

I try to implement ray-box intersection algorithm given by the following code. However, I'm not really understand for two cases as shown in the following figures. Firstly, when the box is located in ...
mham's user avatar
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0 votes
1 answer
237 views

how to sync clients and local avoidance in mobile RTS game?

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
Dennis's user avatar
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0 votes
1 answer
246 views

Vector field collision avoidance

I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
STK Oscar's user avatar
  • 115
1 vote
2 answers
555 views

How would I go about implementing a collision avoidance check, avoiding moving objects from multiple directions?

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
Simon's user avatar
  • 13
0 votes
1 answer
917 views

Unity3d turn based navmesh algorithm

I am developing a game in Unity3d. In this game, 2 teams will fight without any human interaction. The fight results must be always the same, if the same teams are the same. This way, I must ...
Everton Elvio Koser's user avatar
1 vote
1 answer
324 views

How to prevent cube intersecting with other objects when moved around with mouse?

I want to allow the player to freely place cubes anywhere they like in 3D space, but the cube being moved around is not allowed to intersect with other objects. Currently I do a ray cast based on ...
JacketPotatoeFan's user avatar
5 votes
2 answers
2k views

Fix my Flow Field pathfinding

I'm developing prototype of Tower Defense/RTS game and I've implemented simple Flow Field grid. Here is the example (link). How to use example: First click on S50, this will spawn additional units, ...
Fen1kz's user avatar
  • 173
3 votes
0 answers
2k views

Simple 2D Fish Obstacle Avoidance

I am currently working on a simple obstacle avoidance system in unity. I have a player and a school of Ai fish that are traveling in a fixed direction (Down-Right). While swimming, I want the Ai fish ...
Charles Cox's user avatar
3 votes
2 answers
198 views

Collision avoidance not only AI wrong

I am trying to implement the game similar to Dota 2 or Warcraft 3. I want this: when user clicks the right mouse button I want to navigate to the click position. However if there is an obstacle in my ...
durisvk10's user avatar
  • 243
0 votes
1 answer
294 views

How to make one box Collider 2D go through another in Unity?

How can I make one Box Collider 2D go through another one in Unity? I tried this, but it seems to work only for ordinary Box Collider, but not for Box Collider 2D.
qqqqqqq's user avatar
  • 268
0 votes
1 answer
398 views

Obstacle avoidance with 2.5D game

I'm struggling to make the sprites avoid each other and other obstacles in the field. To achieve something like this: To do so I decided to have a 3D environment with an Orthographic camera. It all ...
user1750251's user avatar
1 vote
0 answers
164 views

Explain Reciprocal Velocity Objects to me

This is follow-up on this question (Unit collision avoidance for RTS) I'm developing an RTS. I'm having difficulty with collision detection... I looked up RVO and it seems like the correct solution, ...
blip's user avatar
  • 51
2 votes
1 answer
2k views

Unit collision avoidance for RTS

I'm developing an RTS, and having a little difficulty with collision detection. From what I understand RTS generally don't bother with collision detection and just try to avoid collision, and that is ...
blip's user avatar
  • 51
1 vote
0 answers
158 views

Collision for array of pathfinding zombies to array of blocks

Relevant Background Information I'm an eleventh grade high school computer science student in Canada. I'm doing pretty well in the course currently, I have a 96 in the course currently. We're working ...
Kyle's user avatar
  • 69
1 vote
1 answer
1k views

given the position and velocity of an object how can I detect possible Collision?

I'm trying to detect Collision between autonomous moving objects and steer direction if collision is detected. so far I've been following a tutorial and I'm having a hard time to fully understand how ...
SuperRaed's user avatar
8 votes
2 answers
671 views

3D collision avoidance: finding the updated velocity vector (outside the "collision-velocities" cones)

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
Louis15's user avatar
  • 549
2 votes
1 answer
1k 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 ...
James Hill's user avatar
8 votes
2 answers
3k 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 ...
lostyzd's user avatar
  • 105
2 votes
1 answer
802 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 ...
Fiochkij's user avatar
17 votes
3 answers
10k 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 ...
JPtheK9's user avatar
  • 2,021
1 vote
0 answers
100 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", ...
Gian Reis's user avatar
1 vote
3 answers
14k 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 ray-...
Adariel Lzinski's user avatar
0 votes
2 answers
479 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 ...
JDolleyArt's user avatar
1 vote
1 answer
234 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 ...
felipe's user avatar
  • 387
1 vote
1 answer
2k 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 ...
serengeor's user avatar
3 votes
2 answers
551 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 ...
Deozaan's user avatar
  • 78
2 votes
2 answers
1k 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 ...
terpak's user avatar
  • 185
5 votes
1 answer
2k 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 ...
GelatinFox's user avatar
1 vote
1 answer
885 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. ...
Baklap4's user avatar
  • 147
1 vote
1 answer
71 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 ...
Ian Hern's user avatar
  • 121
4 votes
1 answer
337 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 ...
levand's user avatar
  • 141
1 vote
1 answer
209 views

How to prevent a sprite to move in an angle that will lead to collision

I have two sprites that can move in any angle. The sprites are rectangular. I created bounding boxes for both the sprites. These boxes rotate whenever the sprite rotates. They always surround the ...
user3150201's user avatar
2 votes
1 answer
470 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 ...
Gerardo Marset's user avatar
4 votes
2 answers
1k 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 ...
Gintas_'s user avatar
  • 467