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Member Since 23 Aug 2011
Offline Last Active Mar 08 2012 03:37 PM

Topics I've Started

Recast and Detour in C#

07 February 2012 - 11:43 PM

I am stuck with my RTS game in Unity/C#, on the navigation system. For one I don't have enough experience and another thing, information on the topic is hard to get. I will need to buy all 4 AI Wisdom books.

Doing it myself it turns out I will end up in unknown land by myself and waste time and do nothing. I decided to try Recast and Detour as my last option. I hate reading someone else's C++ but what a hell.

I was wondering what do you think about rewriting Recast and Detour in C#? Any estimation how much time it might take? A dude worked 3 months at Google Summer of Code on getting Recast and Detour to work for Blender. I assume similar time, 3-5 months maybe.

Thanks for any comments, warnings, suggestions

How do you maintain a navmesh in RTS game?

21 January 2012 - 06:47 AM

How do you maintain a navmesh in RTS game?

In RTS you constantly build and destroy buildings. That means you need to update your navmesh through the game.

I have done hierarchical pathfinding with two graphs, one finer and one coarser, on static map that does not change, from the book Programming Game AI by Example. I have not worked with navmeshes so far. I have no experience with maintaining a graph or mesh either, as in RTS games. Any articles or books you can recommend on the topic I would gladly read.

Thank you

Navigating more units as a group in RTS

19 January 2012 - 10:52 AM

I have a question related to navigating more units at once in RTS. You know you select your army in Warcraft and you send it to go somewhere on the map.

Navigating one unit on the map is easy because it starts at where it is and it goes exactly to the position where it is told to, with right mouse button click. When you have more units things are a bit complicated. You can't just plan path for all units to go exactly to the spot where you tell them too. In Warcraft for example you see units first make a formation, like archers go behind and others in front for example, and then I guess one unit is picked as leader and they all follow the leader with some offset. There is such steering behavior called follow leader with offset or something you can apply. I guess the core part here is the formation thing, once you have the formation then they will all just follow one unit which is picked as leader. The leader is the one that will plan a path to where you clicked with right mouse button, but the rest will just follow him.

So give me some opinions guys

Should I constrain myself to XZ plane and use Vector2?

18 January 2012 - 10:39 AM

I am working on RTS game and so far I am working in the XZ plane as if you would in XY plane. I am using Vector3 class in Unity for all operations and I set y to 0. I started using Vector3 and not Vector2, because I thought later in the game I "might" need some movement of the units in y. But let's say I have only ground units, should I use Vector2? I might get some performance gain, I mean Vector3 is used a loooot, so cutting down a dimension I suppose will improve performance... and also will make coding simpler since I wont have to worry about setting y to 0 anymore...

Give me some opinions guys, thanks

What is the standard for neighbor agents search in games?

18 January 2012 - 05:01 AM

In my game I need an agent to know its neighbors at all times. With simple grid-based space partitioning I manage to have 80 agents in the simulation that do Wander, Wall and Obstacle Avoidance steering behaviors and at the same time calculate their neighbors. Above 80 it gets nuts.

I have implemented Quad Trees before in non-game related context. So I will be able to implement things like that if you suggest so.

I dont know should I stick to grids for neighbors search or there are better methods out there?