Search found 8 matches

by lamer
16 Dec 2013, 02:03
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Re: Ground pathfinder enhancement

It's good to know the criteria. Actually avoidance of standing units was sufficient for me.
Will try to implement "Push and swap"(http://www.cs.rutgers.edu/~kb572/pubs/p ... _ijcai.pdf) later. Yet i have doubts how to do it for units with different size.
Any advise or guidance appreciated.
by lamer
10 Dec 2013, 16:09
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Re: Ground pathfinder enhancement

Some final notes (just have a lack of experience and interest). No need for monster ORCA (local collision avoidance). Present algorithm (in moveGetObstacleVector) seems fast enough and works really nice with small group of units. But it counts only obstacles in front and no backward velocities allow...
by lamer
04 Dec 2013, 12:39
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Re: Ground pathfinder enhancement

Never forked any project earlier, thus don't know what information needs to be provided. Forked repo - https://github.com/rlcevg/warzone2100.git master contains all changes but previous commit 7c3657edab8 contains additional visual debug info. CHANGES: Unit that is ordered to move will try to avoid ...
by lamer
04 Dec 2013, 05:43
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Re: Ground pathfinder enhancement

Got some results. Not perfect but does what i want from it (need more testing though :) ). Also read about ClearPath, ORCA, Crowd flows, etc and maybe will try to implement some of it later when i have time. But for now.. how can i share my code? Create another git repo? I did all changes in separat...
by lamer
02 Dec 2013, 20:46
Forum: Coding
Topic: Tile occupied by units
Replies: 2
Views: 2038

Re: Tile occupied by units

but you would have to add a list to each tile, which might be expensive to maintain. Thats actually exactly what i've done, it works but need to do some tests to identify the cost of such improvements. If you want to track units anyway, you can do so through checkLocalFeatures() in move.cpp Will ch...
by lamer
02 Dec 2013, 10:00
Forum: Coding
Topic: Tile occupied by units
Replies: 2
Views: 2038

Tile occupied by units

Is there an existing way to tell if a tile (node) is occupied by unit(s) and which unit(s)? Saw a gridPointTree (quad-tree-like object) though it is optimised for region queries. I need to query as arbitrary map positions (for moveBlockingTileCallback to tell that we can't see waypoint through frien...
by lamer
28 Nov 2013, 17:28
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Re: Ground pathfinder enhancement

I'll play with pathfinder in a local branch, but so much homework to do (useful resources, multi-agent pathfinding algorithms): http://www.aaai.org/Conferences/AAAI/aaai.php http://www.gamasutra.com/view/feature/131720/coordinated_unit_movement.php http://aigamedev.com/open/tutorial/lazy-theta-star/...
by lamer
27 Nov 2013, 14:05
Forum: Development
Topic: Ground pathfinder enhancement
Replies: 9
Views: 4947

Ground pathfinder enhancement

How about changing/optimizing path-finder algorithm? Specifically talking about ground unit that can't get past the wall of friendly units. I'm looking into next algo: 1. Consider friendly standing units (in a "hold position" mode) as blocking tiles, find path1. If path1 contains no blocking units t...