Hi Aron, thank you for the support thus far. I own the latest pro version ( old version + upgrade ).
I’ve built a 2d game with your wonderful library in the past, when 2d RVO wasn’t available, and rewrote the movement classes in such a manner that they used rigid bodies. In that game I didn’t use RVO, instead I would have one of the units be disabled for 1-2 seconds when touching another, so that the other one could push it away using physics. Silly method, however it worked fantastically.
At the present time I’m working on a project where the quality of movement is highly relevant to the project, so I need to use the RVO, specifically since I have about 50-100 units running at a time. In my game, I’d have :
-
Different teams, two or more having RVO that move independently of one another.
So I’d like to ask : should I create two an RVO simulator for each one ? -
If possible, the movement should be controlled by adding velocity to RigidBody2d’s ( with box colliders and circle colliders ).
Would you have any suggestions, perhaps guidelines or scripts already made for this ? and would this method be a lot more memory consuming than just using your RVO ?
The reason is : I need other objects to collide with these. -
Some of my units will start moving only when they’re looking in the respective direction ( tanks for example ) , however they still work with the RVO.
Does the RVO provide this or does this need to be implemented ? My guess would be that I’d just lock them and rotate them until the rotation is similar to the direction. -
I’m planning to use a navmesh, not a grid, however. there is no navmesh scene example for 2d.
Would it be possible to create one ?