Jump to content
  • Advertisement
Sign in to follow this  
lucky6969b

Cooperative Pathfinding Vs Queuing?

This topic is 1501 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have been using Ogre3D and OgreRecast for some time now. I also have implemented multiple navmeshes for different radius agents. But the problem I encounter right now is the agents sometimes will be dead locked within choke points.

I am looking into ways to solve these problems.

 

I've come across Cooperative Pathfinding and Queuing

 

http://www.red3d.com/cwr/steer/

The problem I am facing with Cooperative Pathfinding and Recast is I either have to manually annotate choke points or create choke points by sending agents into the navmeshes and see where they get stuck.

These probably has to be done within the game editor

https://groups.google.com/forum/?hl=zh-TW#!topic/recastnavigation/aLwlxRoVoqs

 

 

Now I am considering using Queuing, I haven't studied on that yet. Do you think it is suitable for my scenario? Hope anyone here who has experience with coping with dead locks can help me out with this.

Thanks

Jack

Edited by lucky6969b

Share this post


Link to post
Share on other sites
Advertisement

But the problem I encounter right now is the agents sometimes will be dead locked within choke points.

I got a similar problem once (lot of agents and narrow tunnels). It depends a lot on the environment you have. There are several solution additional to coop-pathfinding or queue, but it depends on the environment and the agent movement possiblities:

1. swapping: you can swap entities, if the block each other (works in grid/rogue like scenarios)

2. always move right: entities will try to follow a path by moving on the right side of the path (path following steering behavior)

3. queuing helps a lot to ease a situation, but alone will only help if your entities are not blocked by other entities moving in the opposite direction.

 

To be honest, I wasn't able to solve this situtation in a satisfying way, therefor I disabled entity/entity collision at all (only entity/player) and added steering behavior  (queueing,avoidance etc.) to give a better illusion of collision less entity movement.

Edited by Ashaman73

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!