Swarms: Pure Flocking and Pure Pathfinding
This update includes the first steps for the advanced flocking system: Flocking and Navigation. These two components are already moving on the map.
Menu and Level System:
Since the content of the project has grown to a point where it would be too much for a single scene, you can enter two different levels now: The first includes the map creation and the second has the flock simulation.
Advanced Flocking (Part 1):
Continuing the content of the last update, I can finally start developing the flock. By using the Scriptable Object System made by Unity I can easily swap different kinds of base-behaviours to create different swarm behaviours:
1. The first swarm is purely controlled through the classic flocking system, created by Craig W. Reynolds. It moves around by using only the classic flocking rules: Cohesion, Avoidance, Alignment, Obstacle Avoidance and General Direction.
2. The second swarm is purely controlled with pathfinding. The individual agents don't care about each other. They only walk the shortest way towards the target.
But before you can see the different flocks, you have to place the staring area (S) and the end point (E). The starting area has an additional radius, where the individual agents will be spawned. Currently, it is important to choose a big enough radius. There are currently some bugs that appear, when two agents spawn into each other (Errors in Pathfinding and Agents getting shot away).
Other Updates:
- Obstacle Height is saved now too
(16.10-21.10)
Files
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
- Saving Map and Start for FlockingOct 15, 2020
- Finished: Obstacle 3D GenerationOct 10, 2020
- Update: Obsatcle Analysis and UISep 30, 2020
- Project Start: Controller and Arena GenerationSep 21, 2020
Leave a comment
Log in with itch.io to leave a comment.