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pandaa

Member Since 13 Jul 2012
Offline Last Active Apr 13 2013 11:55 PM

Posts I've Made

In Topic: Jump point search(jps) algorithm is slow than classic AStar?

22 March 2013 - 12:30 AM

o, you did write some code to test JPS and find out is is slower than ASTAR or you just think it is slower?

Yes, I wrote a demo to test the two algorithms, refer to the open source:

https://github.com/arirahikkala/astar-jps

 

I found a thread here that people discuss jps performance:

http://www.bay12forums.com/smf/index.php?topic=92732.0


In Topic: Collision avoidance in RTS game

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.

In Topic: Navigation Mesh Generation

16 September 2012 - 07:49 AM

I am developing a RTS game, and replaced the grid pathfing with navmesh for the performance reason. But the new problems comes, handling dynamic obstacle is not so effecient in navmesh.

In Topic: Papers on RVO/HRVO?

08 August 2012 - 08:24 AM

RVO work well in collision avoidance between moved agents, but when moved agents avoid stationary agents, it will get stuck sometimes.

In Topic: How to calculate Velocity Obstacle?

03 August 2012 - 08:40 PM

Thank you! I'm trying to understand RVO solution.

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