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xiongyouyi

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  1. [quote name='DemonRad' timestamp='1342776595' post='4961244'] RVO is A steering behaviour, every steering behaviour can be combined to obtain the result you want. When no obstacles your point move according to its behaviour, when you find obstacle the point avoid the obstacle using RVO [/quote] I mean steering behavior is http://www.red3d.com/cwr/steer/
  2. Any suggestions about unit tracing? Thanks a lot!
  3. Thanks! There are two main thread in our project, lockstep thread and mainthread, now pathfinding running in lockstep thread. If i move the pathfinding from lockstep thread to mainthread, sending path as lockstep input, i worry about the pathfinding in unit tracing, because the unit tracing need send path frequently, there will be large data.
  4. Is D* better than HPA*?
  5. It's so complicated! I will think about NavMesh, NavMesh return the result triangle channel, the edge of the channel will be wall, so it will be easier to integrate with steering behavior. And we use lockstep simulation in our rts, there will be thirty units request pathfinding in a single logic frame, 512X512 grid Astar maybe inefficient.
  6. Thank you! Please take a look at this picture [url="http://postimage.org/image/borep2zz3/"]http://postimage.org/image/borep2zz3/[/url] When a crowd agents move from red point to yellow point, the agent need avoid collision from the wall(the black block), should i raycast all the black blocks?
  7. In steering behavior, it need avoid collision from other agents and walls, the question is i don't know how to define the [color=#ff0000][b]wall [/b][/color]in grid map.
  8. Maybe my question is not clear. I want to implement Crowd path following behavior, like this [url="http://www.red3d.com/cwr/steer/CrowdPath.html"]http://www.red3d.com/cwr/steer/CrowdPath.html[/url] So, first i need use Astar to find a path with width, then use steering behavior to avoid other agents and the wall. The question is, how could I find a path with width?
  9. [quote name='Ashaman73' timestamp='1341990896' post='4957916'] [quote name='xiongyouyi' timestamp='1341986673' post='4957903'] I want to make a RTS geme use steering behavior and grid astar pathfinding, but I don't know how to handle the wall avoidance. For example, path following behavior, how to avoid the wall? There are many blocked grids, they may be the wall. Thanks! [/quote] The first idea is, that the path is not blocked. But this is often not the case (i.e. some other unit standing on the path), but at least it should not be blocked by static objects. I have the following approach to solve navigation: 1. Calculate a path using A* . 2. Steer your entiy along the path using a [i]combination [/i]of different [url="http://www.red3d.com/cwr/steer/"]steering behaviours[/url]like path following, obstacle avoidance, flocking etc.. 3. Use some problem tracker to check if your entity runs into problems (i.e. velocity dropped to a creep for several seconds). If an issue occurs then start an emergency behaviour (recalculate path and try again, spawn to closest valid waypoint, kill unit etc.) [/quote] How to avoid the wall? Because the wall is grid cell, there are so many cells, check them all?
  10. I want to make a RTS geme use steering behavior and grid astar pathfinding, but I don't know how to handle the wall avoidance. For example, path following behavior, how to avoid the wall? There are many blocked grids, they may be the wall. Thanks!
  11. We are making a RTS game that use lockstep, can we use a middleware for pathfinding(NavMesh)? How to integrate? Thanks!
  12. [quote name='ApochPiQ' timestamp='1341250971' post='4954970'] What do you mean by "multithreaded pathfinding" though? Running multiple path queries on separate threads concurrently, or using multiple threads for a single query? [/quote] I mean running multiple path queries on separate threads concurrently, it will not affect the fps.
  13. [quote name='ApochPiQ' timestamp='1341212935' post='4954810'] If you have to service large volumes of path requests, just do them in batches - 20 in one frame, 20 in the next frame, and so on. (20 is just a made-up number, of course.) You shouldn't really ever run into a situation where you absolutely [i]have[/i] to have hundreds of path results in the same frame. [/quote] I want to test multithreaded path finding for large units.
  14. [quote name='alexjc' timestamp='1341210944' post='4954800'] What are your requirements? In many situations you should need neither for the following reasons :-)[list] [*]Time-slicing implies your pathfinding requests take longer than a frame. Best optimize them or use an algorithm that fits comfortably within a frame. Then do an integer number of them each frame. [*]Multi-threaded pathfinding is used on PS3, but often on XBox360 or PC there's a separate (single) thread for pathfinding. [/list] Keep in mind that either of these choices can result in your AI being much less deterministic if you're not very careful! Alex [/quote] Thanks Alex! I'm planning to make a RTS game, use NavMesh and RVO for AI navigation, so if there are hundreds of units request pathfinding at same time, I don't know which solution is the best.
  15. Time-slicing and multithreading for A-star pathfinding, witch one is the best?