RE: [Algorithms] Formations/flocking
Brought to you by:
vexxed72
|
From: <ca...@mo...> - 2000-12-06 13:05:39
|
May be you could find something useful on this link : http://www.red3d.com/cwr/boids/ especially in the links part. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Sergei Miloikov Sent: Wednesday, December 06, 2000 1:15 PM To: gda...@li... Subject: [Algorithms] Formations/flocking Hi all! I am not sure that this maling list is the place for these topics, but if things like 'collision' takes place here, why not... I am wondering is there something about formations and their behaviour when they face obstacles... i.e. I have a group of units forming a 'formation' i.e. all of them are 'locked' to specific offsets from any other unit (probably the closest one to the geometric center). And all that mess must move through the world avoiding obstacles and trying to keep its form as much as possible. It is obvious that there will be single path finding task - for the group leader and then the formation will move with him (althought the A* may be used with a proper weight function to cast many path finding calls and produce good results, but this is slow!). So I find a single path for the leader and then this path is partitioned by points located at constant distance each to other and at each point the formation is placed - why? because this way each unit will search for a short-distance path (i.e. between previous formation copy and the current one) many times, preventing a long-distance search done once. This keeps them together and properly formed. So, the problem - when some of the units' offsets are placed inside obstacles then one must find 'the best' nearest location for that offset. How? This is very important when a wide formation is passing a narrow tunnel. Thanks. Sergei Miloikov, Haemimont-Smartcom AD _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |