A* turning and unit direction
#1 Members - Reputation: 163
Posted 17 July 2012 - 09:38 PM
I'm currently spending some time trying to improve my pathfinding library and was looking for some ideas on how to deal with direction of units and their turn radius.
For example if a unit had its back to the target, a straight line path wouldn't be suitable as returned by A* (assuming no clear path between unit and target) as the unit would have to rotate around, and the turn radius could potentially make it follow a path that touches grid cells that where not in the original calculated clear path and over cells has a blocking obstacle.
My original thinking was to factor the direction cost into the heuristic function of the A* algorithm but its getting pretty messy and not very reliable so I thought id ask if others have implemented anything similar, thinks this is the wrong approach and has better ideas or even can point me to any helpful papers/articles.
Thanks!
#3 Members - Reputation: 440
Posted 21 July 2012 - 10:01 PM
It's a rather old article, but I think lots of the information there is still relevant. There's also a presentation floating around on aigamedev about some pathing goodness from Company of Heroes, but if I recall, that presentation is a little light on details with regard to their vehicular movement.
#4 Moderators - Reputation: 1872
Posted 22 July 2012 - 11:46 PM
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
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#5 Members - Reputation: 163
Posted 24 July 2012 - 07:32 PM
I'm going to have to try and find someone who has it and can lend it me
#6 Members - Reputation: 468
Posted 25 July 2012 - 05:07 AM
Oh, and thank you snowmanZOMG for your shared information!
Edit: Damnit can't find a correct version of the ebook version. Does anyone have a working ebook version of it available online ?
Edited by GlenDC, 25 July 2012 - 07:05 AM.
#7 Moderators - Reputation: 1872
Posted 25 July 2012 - 08:45 AM
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"






