Saving Map and Start for Flocking


This update delivers the last important part for the map generation and gives the go-ahead for the development of the flocking algorithm.

Saving generated Maps:
The last important part regarding the map generation is to save and load the generated maps. Accordingly, I implemented a simple saving-system using .json. Now you can save each of your maps in their own file. If you want to access or rename the saved file, you can find it in the “Streaming Assets” folder of the project. The exact path will be shown to you, when you save a map. If you want to rename the created maps, you have to keep the naming scheme <”FonMap” + Your Name + “.json”>. Serving as an example there are three maps which show the naming scheme and demonstrate what you can do with the map painter.

Flocking Start:
The first feature regarding the flocking algorithm is the connection to the map-generation: obstacle avoidance. Unity offers a closest-point-function (cpf) for every type of collider, which is a function that is needed for the obstacle avoidance. The only exception, that does not have a cpf is the mesh collider. And that is exactly the collider that is used for the obstacles. So I had to write my own version. But since I already generated and saved each wall of every obstacle, I can use those to create the cpf. And since the agents will not be able to fly or jump, I can reduce the whole process to a 2d-calculation, which reduces the number off needed calculations to at least 50%.

Other small Updates:
- UI standardization
- The maximal brush size is now 30 units.
- The maximum look-angle of the player camera is now 90°.


(10.10-15.10)

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