Jump to content
  • Advertisement
Sign in to follow this  
lucky6969b

Can a catmull rom take the place of a dubins curve?

This topic is 698 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

Hello,

I have been spending weeks on rewriting the code of this

 

https://github.com/unr-arl/DubinsAirplane

 

Today, I suddenly came up with this,

If it's just too much of an effort, why not just use a catmull rom to replace the dubins curves instead.

BTW, I am doing pathfinding with turns here.

 

It's just been a huge undertaking, and I really don't want to do this, because the D3DX library is already quite robust.

And I am just interested in the length of it and whether it hits something along the path.

 

I also look at that code, it seems to be a very very expensive calculation....

A catmull rom spline is fast and clean....

 

So what do you think about it?

Thanks

Jack

 

Share this post


Link to post
Share on other sites
Advertisement
no then
consider a lsl turn
i shall need 6 control points for the third one i need to know the turning radius which is impossible to find with catmull rom

Share this post


Link to post
Share on other sites

In context, Catmull-Rom has stability issues. It could easily produce a very unnatural curve.  

Whereas the a Dubins curve is better behaved because of the constraints it follows (you guide it with the tangents-constraints).

Edited by Shannon Barber

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!