Pathfinding AI

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  • Was in for a test. The approach and the aim of this is good but it lacks reliability: The units get stuck too often clinging to a wall obstructing the direct path to the clicked point. Clicking in narrow spaces result in jams or units turning around themselves in high speed, pushing other units or worse; two units will try to cross paths (or better said they try to run over each other).

    At the beginning of my testing it happened that two or three units did not even try to find a path to the shape in the lower center. But I was not able to reproduce this problem.

    Hope this helps improving the project. Was about to buy it but I fear having this built in a RTS would produce odd results and tinkering with it will use up more time than it should save.

    Question remains: Is there a possibility to reduce the wait time before another unit starts moving when too few paths are available? Can the tornado driven (wildly rotating) units be normalized?

    Cheers and happy coding! =)