PixelWorld Pathing Test

PixelWorld Pathing Test

par EatMeR3turns
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PixelWorld Pathing Test

Note:
2.6
Sortie : April 26, 2011
Dernière mise à jour : April 27, 2011
Développeur: EatMeR3turns

Tags pour PixelWorld Pathing Test

Description

Honnêtement, ceci n'est qu'un exemple d'algorithme de cheminement que j'ai conçu. C'est le tout premier prédécesseur d'un simple RTS de programmation sur lequel je travaille. D'ailleurs, si quelqu'un est intéressé pour faire des graphismes pour ce genre de jeu, faites-le moi savoir. Merci :D. Classé comme tutoriel car j'ai l'intention d'en faire un, si jamais j'améliore vraiment ce système de cheminement. REMARQUE : C'est moyen au mieux. Je pense que ça marche 80% du temps. Fait entièrement de zéro. Ça s'améliorera à l'avenir. XD

Comment jouer

Ctrl + clic gauche "Sélection de zone" pour sélectionner les cases blanches, clic gauche pour indiquer où déplacer les cases sélectionnées.

Mises à jour des développeurs

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.

Commentaires

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.