my flocking demo
Looks good. What happens if you tell the flock to walk into a house that has a front door that is only big enough to fit one person through? Do the people behind the first guy all pile up at the doorway and wait their turn, or are they smart enough to spread out to see if there is another door on the side/back of the house?
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A pathfinding solution would know there is another door. A purely steering based solution (which this is) has no knowledge of environment that it can't immediately throw a raycast off of.
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Looks good. What happens if you tell the flock to walk into a house that has a front door that is only big enough to fit one person through? Do the people behind the first guy all pile up at the doorway and wait their turn, or are they smart enough to spread out to see if there is another door on the side/back of the house?
It's not contain any pathfinding algorithms,.. it's just steering based solution as IADaveMark said.
The normal pathfinding algorithms , all units will pile up at doorway and wait their turn, but for sure you can add more functions like finding all paths available to go through the building then make units go inside from different doors
i got your idea ,.. it's pretty nice if it used in SWAT force game :D ,.. may be i will give it a try in future :D
A pathfinding solution would know there is another door. A purely steering based solution (which this is) has no knowledge of environment that it can't immediately throw a raycast off of.
Yes it is.
It's just steering force between unit and each others or between units and small obstacles in the map.
I think in combination with A* it can handle concave objects or finding available paths into the house like you said.