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pandaa

Member Since 13 Jul 2012
Offline Last Active Apr 13 2013 11:55 PM
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Topics I've Started

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

21 March 2013 - 05:12 AM

I tested the Jump point search algorithm(http://harablog.wordpress.com/2011/09/07/jump-point-search/) and the classic AStar,  and found that JPS is slow than classic AStar. The paper said jps is 2-30 times faster than classic AStar, I don't know why. The biggest comsumption is jump function, because it need visit so many tiles to find jump point, I highlight all the visited tiles in jump function.   

The dashed lines are the horizontal and vertical lines that are checked while checking the diagonal.

7XrQG.png


Clearance-based pathfinding with dynamic obstacles

03 February 2013 - 08:52 AM

http://aigamedev.com/open/article/clearance-based-pathfinding/

Is it possible to handle dynamic obstacle in clearance-based pathfinding? how about the performance?


Collision avoidance in RTS game

24 September 2012 - 07:39 PM

I tested steering behavior and RVO for collision avoidance in my rts game, but they are not good for stationary unit avoidance.
Is there any good solutions?

How to calculate Velocity Obstacle?

02 August 2012 - 07:41 AM

Two agents,
A(position:Vector3, velocity:Vector3),
B(position:Vector3, velocity:Vector3),
Move to Goal: Vector3,
How to calculate the Velocity Obstacle? thanks!

Is it possible to combine steering behavior and Reciprocal Velocity Obstacle

17 July 2012 - 09:28 PM

Replace the obstacle avoidance of steering behavior with RVO, is it possible?

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