🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Collision avoidance in RTS game
I tested steering behavior and RVO for collision avoidance in my rts game, but they are not good for stationary unit avoidance.
Is there any good solutions?
Is there any good solutions?
Uh... why are steering behaviors not good for stationary unit avoidance?
I don't want to use steering behavior because it can cause jitter and oscillation. StarCraft2 use steering behavior, but it push the stationary units away in physical simulation.
The SC2 units pushing units was a design decision. It had nothing to do with a failure of steering. It was specifically to avoid heavy A* calculations and to improve the responsiveness of commands so that the player got immediate feedback to "go here".
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement