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Obstacle avoidance pathfinding
To properly implement obstacle avoidance I see two possible options:
http://www.red3d.com/cwr/steer/Containment.html
Advantages:
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Very simple implementation (similar to existing channels)
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Relatively cheap to include moving obstacles. Might not be that helpful though as a moving obstacle is likely to be small and so using sound with predictive steering will produce better results.
Disadvantages:
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Concave obstacles could cause agents to get stuck.
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More effort by the user to use this data.
http://gamedevevacademic.tumblr.com/post/69849130309/ai-pathing
https://github.com/recastnavigation/recastnavigation
Advantages:
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Obstacle avoidance and path finding come together.
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Avoiding complex shapes is done "intelligently". ie won't get stuck in concave obstacles.
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The process of creating navigation meshes could be automated.
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High poly obstacles have the same impact on runtime as low poly.
Disadvantages:
- Requires creation of navigation mesh (which, at least to begin with, would be the responsibility of the user).
If you are a python coder and want to help, send me an email [here] (mailto:johnroper100@gmail.com) and tell me what you can do. I would be glad to have your help.