Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Cooperative Pathfinding Vs Queuing?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 lucky6969b   Members   -  Reputation: 624

Like
0Likes
Like

Posted 06 July 2014 - 03:12 AM

I have been using Ogre3D and OgreRecast for some time now. I also have implemented multiple navmeshes for different radius agents. But the problem I encounter right now is the agents sometimes will be dead locked within choke points.

I am looking into ways to solve these problems.

 

I've come across Cooperative Pathfinding and Queuing

 

http://www.red3d.com/cwr/steer/

The problem I am facing with Cooperative Pathfinding and Recast is I either have to manually annotate choke points or create choke points by sending agents into the navmeshes and see where they get stuck.

These probably has to be done within the game editor

https://groups.google.com/forum/?hl=zh-TW#!topic/recastnavigation/aLwlxRoVoqs

 

 

Now I am considering using Queuing, I haven't studied on that yet. Do you think it is suitable for my scenario? Hope anyone here who has experience with coping with dead locks can help me out with this.

Thanks

Jack


Edited by lucky6969b, 06 July 2014 - 03:39 AM.


Sponsor:

#2 Ashaman73   Crossbones+   -  Reputation: 7801

Like
3Likes
Like

Posted 11 July 2014 - 02:25 AM


But the problem I encounter right now is the agents sometimes will be dead locked within choke points.

I got a similar problem once (lot of agents and narrow tunnels). It depends a lot on the environment you have. There are several solution additional to coop-pathfinding or queue, but it depends on the environment and the agent movement possiblities:

1. swapping: you can swap entities, if the block each other (works in grid/rogue like scenarios)

2. always move right: entities will try to follow a path by moving on the right side of the path (path following steering behavior)

3. queuing helps a lot to ease a situation, but alone will only help if your entities are not blocked by other entities moving in the opposite direction.

 

To be honest, I wasn't able to solve this situtation in a satisfying way, therefor I disabled entity/entity collision at all (only entity/player) and added steering behavior  (queueing,avoidance etc.) to give a better illusion of collision less entity movement.


Edited by Ashaman73, 11 July 2014 - 02:26 AM.





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS