Group arrival steering

Posted by ltjax on Game Development See other posts from Game Development or by ltjax
Published on 2012-10-06T14:08:34Z Indexed on 2012/10/06 15:53 UTC
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I've got group movement implemented pretty much like this:

http://www.red3d.com/cwr/steer/CrowdPath.html

Basically, that's combining path following and separation. It works nicely as long as units are in transit, but arrival does not work very well at all.

Right now, units just cease to use the path following component once the "exit" the path, i.e. when their closest point on the path is on or past the end.

This leads to those units bumping into each other and also overshooting the point the player clicked. Ideally, I'd have the units arrive scattered around the finish point (and reasonable close to each other), not all clumped up past the finish line.

I'd imagine that some kind of arrival steering might work here, but based on other units and a "fuzzy" classification of the end of the path.

Is there any proven way to do this?

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