Comments (4)
Based on your experience, is this possible?
I've actually not used Navmesh.clampMovement()
in context of a flocking steering behavior so far. But in general, steering behaviors like flocking or wander can look weird if they are combined with some sort of wall/obstacle avoidance or movement clamping. In certain scenarios, it's better not to just correct the steering force or the final position but give the agent a hint to move in a different direction.
In this way, the same collision is definitely avoided in the upcoming simulation steps (so the agent does not try to steer over and over again into the same wall).
from yuka.
Yes, I don't just use flocking . I use some constrain to navmesh behaviour like flowfield as well. However, I had to use a seperate collision approach instead of clampMovement because the current one doesn't seem to work too well, and it seems it only checks a single closest edge and may not account for large velocities where multiple potential edges are involved? I don't see any conservative swept aabb or radius sphere used in the query for edges
from yuka.
The idea is to us a spatial index in combination with the nav mesh. It is evaluated in NavMesh._getClosestBorderEdge(). In this way, you only check border edges of adjacent regions.
because the current one doesn't seem to work too well
Can you please explain in more detail what you mean by that? It's best to describe your expected and actual behavior. Otherwise such statements are not really useful for the project.
from yuka.
Closing for now. Feel free to reopen the issue when you can provide more details.
from yuka.
Related Issues (20)
- WanderBehavior within Navmesh HOT 2
- Efficient way to find an intersection HOT 2
- jsdoc contradiction to code in GameEntity HOT 16
- Steering handling in `Vehicle.update()` ignores `GameEntity.maxTurnRate` HOT 4
- how to judge arriveBehave over HOT 1
- how to set initial mesh HOT 1
- Request: Pathfinding 3D HOT 4
- Yuka and Babylon.js HOT 5
- Building navmesh HOT 2
- Question: Best Practices HOT 2
- Question: NavMesh HOT 8
- Non-terminating while loop HOT 5
- Is there any way to add obstacles dynamically on a 2D grid? HOT 3
- Building with webpack and es6 modules HOT 5
- SteerBehavior - Vehicle facing the wrong direction HOT 3
- How to generate NavMesh automatically? HOT 3
- NavMeshLoader for Typescript throw reference error for fetch HOT 1
- need explanation for this formula HOT 4
- YUKA findPath is not detecting any collisions in Babylon.js HOT 3
- Pursuit Behavor duplicate gltf model HOT 3
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from yuka.