Interesting stuff, I started digging into a similar issue, and it really is quite complicated. If you get a sample working, I'd love to see a video.
Calculating arrival with soft turn (help!)
I'm thinking of putting together an article for flocking and steering behaviors, the working code I have now I cannot share due to contractual obligations but I can make something on the outside and get a working demo of the technique.
Game making is godlike
LinkedIn profile: http://ar.linkedin.com/pub/andres-ricardo-chamarra/2a/28a/272
LinkedIn profile: http://ar.linkedin.com/pub/andres-ricardo-chamarra/2a/28a/272
Would it be possible to spawn more of the ghosts and have them follow different paths? This might let you find an optimal path in less time but will of course be slow.
o3o
Would it be possible to spawn more of the ghosts and have them follow different paths? This might let you find an optimal path in less time but will of course be slow.
I believe that's how several research papers do it for motion planning. (the gama article links to them)
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