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I don’t know about C&C but in StarCraft units are constantly walking into each other, getting temporarily hung up and stuck a bit. If they were constantly re-p
by SirMaster 3y ago
I don’t know about C&C but in StarCraft units are constantly walking into each other, getting temporarily hung up and stuck a bit.
If they were constantly re-pathing around each other though you would certainly also run into issues too.
Why shouldn’t the units use the information they have about the current destination and path of the other allied units instead of just constantly seeing them as moving obstacles.
- hypercube33 3y agoFunny you bring up CNC - OpenRA immediately came to mind for it's horrid pathfinding code that trips itself up when units start crossing bridges and things like that causing units to immediately reroute around the map instead of realizing that the bridge will clear since those units are in motion - red alert 2 at least dealt with this far better but I'm not where near smart enough to figure out how to write code to fix that type of problem.
- kroltan 3y agoIf the graph is directly modified by dynamic obstacles, store "time to available" in the busy edges. Then the unit walking in can check if by the time it gets there, the edge is still busy. If obstacles are handled separately, you do the same thing except it ends up being a line intersection between nearby agents' routes. Find route intersections, estimate arrival times, if they conflict based on both units' movement speed, reroute. Another approach would be to ignore unit as obstacles and rely on movement timeout: If I'm stuck for longer than X time, reroute.
- Log_out_ 3y agoIt would be also mercilessly exploited if the patching would reveal defense buildings blocking a way..
- KptMarchewa 3y agoSome of the units in Brood War are legendary due to their bad pathfinding like Dragoon.
- chii 3y agoWhich is incidentally what made SC the high skill ceiling it has. If the pathing of SC had been "great", the game mightn't have taken off the way it did competitively.
- KptMarchewa 3y agoEh, there's more to it, the pathing has been one of maybe dozen components that came together like that. There were more important factors, like having the limit to 12 units in a group - any more would make Zerg much more powerful - now Zerglings are easy to use en masse. Terran bio would benefit from it as well.
- otikik 3y agoWell pathing in sc2 improved significantly, although some problems remain (ultralisks dieing before reaching their target). In the case of SC1, the dragoon in particular was really bad because its speed would change significantly depending on which part of the animation it was in. That’s what made wheeled vehicles and tanks were less wonky. Their speed was constant as they moved.