Cooperative Pathfinding Vs Queuing?

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0 comments, last by Ashaman73 9 years, 9 months ago

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

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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.

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