Collision avoidance in RTS game
Started by pandaa, Sep 24 2012 07:39 PM
3 replies to this topic
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#2 Moderators - Reputation: 1867
Posted 25 September 2012 - 06:25 PM
Uh... why are steering behaviors not good for stationary unit avoidance?
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
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#3 Members - Reputation: 178
Posted 25 September 2012 - 08:25 PM
Uh... why are steering behaviors not good for stationary unit avoidance?
I don't want to use steering behavior because it can cause jitter and oscillation. StarCraft2 use steering behavior, but it push the stationary units away in physical simulation.
#4 Moderators - Reputation: 1867
Posted 25 September 2012 - 09:02 PM
The SC2 units pushing units was a design decision. It had nothing to do with a failure of steering. It was specifically to avoid heavy A* calculations and to improve the responsiveness of commands so that the player got immediate feedback to "go here".
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
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!"
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!"






