Just a random idea i had concerning pathfinding:
Assume a navmesh.
What if every entity would add a counter including which mesh node it would use next at vertices its using for its final path.
Other entities could then reduce the desirability of nodes on which other entities want to move in other directions than itself.
Say A wants to move "down" and it encounters a node which has a marker for "upwards" it searches for a different path until it finds one with no or less opposing counters.
Would make entities path around each other with some degree of smartness.
Post
Mon Apr 24, 2017 8:45 am
#2
Re: Pathfinding rambles
Would a standard set of "right of way" rules help to give the AI a bit of order while in spacelanes, or approaching busy areas, much like rules for car movement on roadways?
"A sufficiently advanced technology is indistinguishable from magic."
- Arthur C. Clarke
- Arthur C. Clarke
Post
Mon Apr 24, 2017 8:47 am
#3
Re: Pathfinding rambles
it probably would help if an "if in direct conflict, head right" rule was in place, yeah
Post
Mon Apr 24, 2017 8:51 am
#4
Re: Pathfinding rambles
Define right in a 3D space where spaceships can very well be upside down compared to each other?
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Mon Apr 24, 2017 8:53 am
#5
Re: Pathfinding rambles
Starboard is the right-hand side of the ship.
... thogh it my get confusing when one ship
is upside down compared to the other...
so maybe use the local galactic disk to determine
what side is up and down (galactic north and south).
... thogh it my get confusing when one ship
is upside down compared to the other...
so maybe use the local galactic disk to determine
what side is up and down (galactic north and south).
Last edited by N810 on Mon Apr 24, 2017 9:27 am, edited 2 times in total.
"A sufficiently advanced technology is indistinguishable from magic."
- Arthur C. Clarke
- Arthur C. Clarke
Post
Mon Apr 24, 2017 8:55 am
#6
It can also just be defined as preferred direction relative to your own orientation.
That would at least collide less.
Re: Pathfinding rambles
I havent yet seen someone use navmeshes in 3d spaceDinosawer wrote:Define right in a 3D space where spaceships can very well be upside down compared to each other?
It can also just be defined as preferred direction relative to your own orientation.
That would at least collide less.
Post
Mon Apr 24, 2017 8:55 am
#7
Re: Pathfinding rambles
If two ships are flying towards eachother, one is upside down, and they both go right to evade each other, they still crash because 'right' is twice the same direction despite them flying in opposite direction. Is what I was getting at.
Edit: if they don't work in 3D space, what's the point of a navmesh in a space game?
Edit: if they don't work in 3D space, what's the point of a navmesh in a space game?
Last edited by Dinosawer on Mon Apr 24, 2017 8:56 am, edited 1 time in total.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Mon Apr 24, 2017 8:55 am
#8
Re: Pathfinding rambles
If two ships are flying towards eachother, one is upside down, and they both go right to evade each other, they still crash because 'right' is twice the same direction despite them flying in opposite direction. Is what I was getting at.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Mon Apr 24, 2017 8:57 am
#9
But in most of the cases aka not both exactly so alined that it doesnt work out, it would send them in different directions.
Re: Pathfinding rambles
Yes, i know.Dinosawer wrote:If two ships are flying towards eachother, one is upside down, and they both go right to evade each other, they still crash because 'right' is twice the same direction despite them flying in opposite direction. Is what I was getting at.
But in most of the cases aka not both exactly so alined that it doesnt work out, it would send them in different directions.
Post
Mon Apr 24, 2017 9:00 am
#10
Because it was a general, unrelated, ramble
Re: Pathfinding rambles
None at all, but thats why its not in "technical" but in "everything and anything".Dinosawer wrote: Edit: if they don't work in 3D space, what's the point of a navmesh in a space game?
Because it was a general, unrelated, ramble
Post
Mon Apr 24, 2017 9:01 am
#11
Re: Pathfinding rambles
Yes, but so would 'fly away in a completely random direction'. So there is no actual value to a set rule unless you expect most of your entities to have the same 'up' orientation.Cornflakes_91 wrote:Yes, i know.Dinosawer wrote:If two ships are flying towards eachother, one is upside down, and they both go right to evade each other, they still crash because 'right' is twice the same direction despite them flying in opposite direction. Is what I was getting at.
But in most of the cases aka not both exactly so alined that it doesnt work out, it would send them in different directions.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
The LT IRC / Alternate link || The REKT Wiki || PUDDING
Post
Mon Apr 24, 2017 9:17 am
#12
Re: Pathfinding rambles
We also have an absolute coordinate system, because its a game.
We can define rules in what direction to avoid based on those vectors vs the movement vector.
Giving us objective "right" directions.
We can define rules in what direction to avoid based on those vectors vs the movement vector.
Giving us objective "right" directions.
Post
Tue Apr 25, 2017 12:08 am
#13
Re: Pathfinding rambles
Hmm...if you give each grid space a number based on a counter, these numbers would have to decrement the further ahead they are on the path of that entity, right?
Because in navmeshes normally a low number indicates an easier path and a high number a hard path...right?
Because in navmeshes normally a low number indicates an easier path and a high number a hard path...right?
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"