Local avoidance problems

  1. RichAI and RVOcontroller has no StopMove function. It creates a lot of problems.

  2. RVOcontrollers can to move another standing RVOcontroller. How to forbid it?

  3. it’s more like repulsive interaction than local avoidance:
    http://screencast.com/t/ld2lTXh5rc

Do you will to develop local avoidance like the example with green arrows in the screenshot?
http://screencast.com/t/BbsSWCejI96S

I searched a long time for a solution to this problem, I never found a good one :confused: You never have a once for all solution, but a lot of mixing, hacking and tunning.

In my understand local avoidance is a type of steering (http://gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732). It is not a long term inteligence, but a instant behaviour that help to hold a movement or evict a collision. If you want more, you need to mix with others solutions.

Some alternatives:

a) Use local avoidance with a a cluster algorithm to generate a new big agent with size of all flocking agents. (I read it in a game AI book).

b) Use a pathfinding. You can have a grid where you update the weight when an agent is stationary and then generate a path. This was the solution that I use in “Dark Frontier” game.

I watch a video (i didn’t found anymore) that he create dynamically a grid aground the agent and cast all objects there when its needded.

If you have any more info, I will be very happy to know.

b) Use a pathfinding. You can have a grid where you update the weight when an agent is stationary and then generate a path.
I also considered it as an alternative. But I use navmesh graph. I am not sure what this solution will working in navmesh graph. I will wait the Arong answer before realization.