PixelWorld Pathing Test

PixelWorld Pathing Test

von EatMeR3turns
Fehler melden
Spiel melden
Loading ad...

PixelWorld Pathing Test

Bewertung:
2.6
Veröffentlicht: April 26, 2011
Zuletzt aktualisiert: April 27, 2011
Entwickler: EatMeR3turns

Tags für PixelWorld Pathing Test

Beschreibung

Ehrlich gesagt ist dies nur ein Beispiel für einen Pfadfindungsalgorithmus, den ich entwickelt habe. Es ist der früheste Vorgänger eines einfachen Programmier-RTS, an dem ich arbeite. Falls jemand Interesse hat, Grafiken für so ein Spiel zu erstellen, meldet euch gerne. Danke. :D. Als Tutorial kategorisiert, weil ich es irgendwann in ein Tutorial umwandeln möchte, falls ich das System weiter verbessere. HINWEIS: Dies ist bestenfalls mittelmäßig. Ich schätze, es funktioniert zu 80 %. Komplett von Grund auf programmiert. Es wird sich definitiv noch verbessern. XD

Spielanleitung

Strg + Linksklick "Box Select", um die weißen Felder auszuwählen, Linksklick, um den ausgewählten Feldern einen Zielort zuzuweisen.

Entwickler-Updates

Apr 26, 2011 8:12pm

Update 4-26-11: Fixed the mouse wheel zoom issue. Just… ignore that. XD

Update 4-27-11: They eventually stop jittering around when they cannot reach their target for an extended period of time.

Kommentare

0/1000
level1kid avatar

level1kid

Apr. 26, 2011

1
0

you should add a meathod that stops them when they are in a certain radius of where they are moving to stop the bumping together

tie372 avatar

tie372

Apr. 26, 2011

2
1

This is really quite a paradigm shift in the way we pathfind. The agents in this model exhibit extremely realistic behaviour. Their navigation skills not only around one object but multiple objects is astounding, and the very nature of the algorithm introduces seemingly random noise into the way they calculate their path. Props to you, EatMeR3turns, I look forward to seeing this go further.

multifails avatar

multifails

Apr. 30, 2011

0
0

I don't mean to be mean, but to give a realistic comment: This algorithm in its current state is worse than just making the objects go toward a goal and letting them get past obstacles by being pushed by the collision engine - the only time you would then get stuck is if velocity vector points in the opposing direction of a surface normal or a center point, depending on wether you use circles or polyobjects. In case you are serious about this, feel free to PM me and I can give you advice.

Baumstumpf avatar

Baumstumpf

Apr. 28, 2011

0
0

If it only would work.
Often they allready get stuck if you simply let em run in a line:
X is Target, O is Object that BLocks, B is the Block that should moev.
Now try it out like this:

X O B
And it often gets stuck.. really often.

EatMeR3turns avatar

EatMeR3turns

Apr. 27, 2011

0
0

@level1kid, I added a counter that increases a lot whenever it can't move forward and decreases a little whenever it can move forward, and then I compare that counter to the distance from the target to the current position squared. The purpose is so that it stops jittering around much sooner when in close proximity than when far away from the target position.