Original Post
Hi everyone. I'm facing some issues while implementing the steering behaviors such as wall or obstacle avoidance. I share these issues with you as some questions and hope you could help me.
1 - Why do we need to use wall or obstacle avoidance at all when we use A* search algorithm as we know that it ignores obstacle nodes in the search.
2 - the implementation of obstacle avoidance I've accomplished is the one explained in the book Programming Game AI by Examples which use steering behaviors for a 2D space. Shoud I take advantages of raycast or collision detection instead for implemening such a behavior in a 3D space or that one is enough?
3 - Any obstacle avoidance behavior explanation I've seen either in the book or on the Internet assumes that the obstacles are circles. what about for rectangular obstacles? Is there any differences in the calculations?
1 - Why do we need to use wall or obstacle avoidance at all when we use A* search algorithm as we know that it ignores obstacle nodes in the search.
2 - the implementation of obstacle avoidance I've accomplished is the one explained in the book Programming Game AI by Examples which use steering behaviors for a 2D space. Shoud I take advantages of raycast or collision detection instead for implemening such a behavior in a 3D space or that one is enough?
3 - Any obstacle avoidance behavior explanation I've seen either in the book or on the Internet assumes that the obstacles are circles. what about for rectangular obstacles? Is there any differences in the calculations?