Playful intermission
Well it isn’t really playable, but it’s partly interactive.
I thought it would be nice to have a small pause before I continue my musings on path follow behaviours. Click on the link to see a demo of pathfollow and spherical avoidance (aka collision avoidance).
Scene 1 shows the path following behaviour described in the last post. Scene 2 shows a new one I’m working on at the moment. Each scene features 20 agents, if I counted correctly. I had some weird issue with terrible performance with only 10 agents before, but now it seems to run smoothly. I’d appreciate feedback on performance very much nonetheless.
In scene 1 you can usually see an unstable equilibrium involving 3 agents. One of them manages to break out, but the other 2 cannot. I think it’s probably still unstable, it might just take a very long time to resolve.
You can switch between scene 1 and 2, with the keys 1 and 2.
Interesting, looks like things are coming along nicely so far. I’m working on steering at the moment as well and particularly on the combination of steering and pathfinding, which is how I found your blog.
Keep up the good work 🙂
Thanks for the encouraging words. I’ll be releasing my project soon. I’ll list all my sources in the next post too.
Source is fabulous 🙂
I find these kinds of projects fascinating. One thing I’m discovering is that A* itself is easy, but robust navigation and steering is not. Heh.
Or… Sources, even. Those are helpful too 🙂