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Local Avoidance part 3

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Uploaded by on Dec 16, 2011

Local avoidance of multiple in-game AI units. Local avoidance is based on Velocity Obstacles (VO) using, especially, the ClearPath algorithm. A number of cases are shown and handled as well as a comparison of not using any local avoidance.
This was implemented in C# using Unity 3D. It will be a part of the A* Pathfinding Project 3.0.8 (pro version, to begin with).

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Gaming

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Standard YouTube License

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Uploader Comments (4TheStone)

  • great addition, when is it going to the asset store?

  • @3duaun Hopefully sometime next week.

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  • Marvellous...

    Have you tried adding a "desire for personal space" to their behaviour? You could make them slightly unattractive to each other at long distances (a limit of course for faster processing), and when brought together they will act as a huge unattractor that makes those approaching circle around and thus avoid the bigger mess and be distributed better. And if there are crowds in all ways, this behaviour will make each person choose the lesser evil. Just felt tempted to share an idea

  • Keep up the awesome work!

  • Keep up the awesome work!

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