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)
Get Advanced Flocking Simulation
Advanced Flocking Simulation
Improvement of a classic flocking algorithm with global navigation and intelligent obstacle avoidance.
More posts
- Written Master ThesisApr 27, 2022
- New Maps and no Performance RecordingNov 20, 2020
- Performance of Agent-ChainsNov 12, 2020
- Advanced Flocking and User InterfaceNov 01, 2020
- Swarms: Fixes and Advanced FlockingOct 26, 2020
- Swarms: Pure Flocking and Pure PathfindingOct 21, 2020
- Finished: Obstacle 3D GenerationOct 10, 2020
- Update: Obsatcle Analysis and UISep 30, 2020
- Project Start: Controller and Arena GenerationSep 21, 2020
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