Quote:Original post by ID Merlin
But in the real world, the path that a unit would choose would either be something that looks like a straight line, and not a diagonal move until you hit a wall.
Obviously path shapes should be considered during cost function design. I wasn't deriding your suggesting of penalising nonlinearity in the paths... I was merely pointing out your paradoxical comment and that I found it amusing.
Quote:The point of path finding in a game is not to find any mathematically optimal path, but to find a path that makes sense to the human player watching the unit move.
I'd disagree on that point, since the human doesn't have all of the information, or might not be able to reasonably process nonlinear interactions within that observed data of the pathing domain. The path should reflect what the player expects, but should deviate from those expectations where necessary. A path that doesn't meet the players expectations indirectly alerts the player to something that they haven't perceived and so may be a useful design tool.
Cheers,
Timkin