Firstly, A*star is great asset and I’m really enjoying it - thanks for your work.
I have been using the RVO Simulator for a RTS-like ‘attack’ command:
- The units in formation are ordered to ‘attack’ the yellow square:
- The units move to the nearest point on the yellow square collider. As they are not parallel to the square, the nearest position for all units is the same corner.
- The area becomes crowded as they all move to the same corner
- RVO kicks in as the area is crowded and they all go around:
- Continuation of the conga line going around each unit (as they move, their ‘nearest’ position on the collider is updated)
- More units turn ‘purple’ when they are at the correct range of the square.
This behaviour is cool – however, the downside is that the units will always work the same way around, even though it would have been quicker for 1 or two units to have gone counter-clockwise.
This behaviour is more undesirable when the target object is smaller, e.g. another unit.
Do you have any suggestions? It might just be a flaw in this approach. Otherwise I will have to fall back on deciding the transform positions in advance.