Update: Obsatcle Analysis and UI
In this update I mainly worked on the obstacle generation. The process of analysing the painted areas to create automatic generated obstacles was not an easy task. But at least the analysing part is complete:
Obstacle Generation (Part 2):
For the beginning I added a brush system. It gives you the possibility to set brush-sizes and switch between round and square brushes. In the future there will be an additional visualization of this feature, but currently there are only the changeable settings.
And now comes the point where the automatic analysis comes into play. After drawing the obstacle-areas, an automatic process analyses the drawn points in multiple steps. It generates the borders of the painted areas and generates lines to visualize, where the walls of the obstacles will be. The whole analysing process is visualized, so you can see how many steps it actually takes. The actual generation of the 3D-model will come with the next update.
User Interface:
Together with the new drawing-features a bunch of new UIs were added too. Those cover a big part of the screen. So a button that hides and shows the setting-UI was also added. To animate the UI I used LeanTween, which is a package that enables simple and fluent animations. Additionally, the UI blocks the clicks onto the paint-area now.
Other small Updates:
- Switching to the Top-Down Camera analyses the arena-size and automatically sets the camera position and zoom.
- Updated the project version to: Unity 2019.4.11
(22.09-30.09)
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Advanced Flocking Simulation
Improvement of a classic flocking algorithm with global navigation and intelligent obstacle avoidance.
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- Advanced Flocking and User InterfaceNov 01, 2020
- Swarms: Fixes and Advanced FlockingOct 26, 2020
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- Saving Map and Start for FlockingOct 15, 2020
- Finished: Obstacle 3D GenerationOct 10, 2020
- Project Start: Controller and Arena GenerationSep 21, 2020
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