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pandaa

Collision avoidance in RTS game

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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?

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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.

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The SC2 units pushing units was a design decision. It had nothing to do with a failure of steering. It was specifically to avoid heavy A* calculations and to improve the responsiveness of commands so that the player got immediate feedback to "go here".

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