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Collision avoidance in RTS game

Started by September 25, 2012 01:39 AM
2 comments, last by IADaveMark 12 years, 1 month ago
I tested steering behavior and RVO for collision avoidance in my rts game, but they are not good for stationary unit avoidance.
Is there any good solutions?
Uh... why are steering behaviors not good for stationary unit avoidance?

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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Uh... why are steering behaviors not good for stationary unit avoidance?


I don't want to use steering behavior because it can cause jitter and oscillation. StarCraft2 use steering behavior, but it push the stationary units away in physical simulation.
The SC2 units pushing units was a design decision. It had nothing to do with a failure of steering. It was specifically to avoid heavy A* calculations and to improve the responsiveness of commands so that the player got immediate feedback to "go here".

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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