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Timeline for Pathfinding with car steering

Current License: CC BY-SA 3.0

11 events
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Sep 19, 2016 at 15:38 comment added AturSams The issue is understanding when to connect vertices in the discrete low resolution representation of the 2d world + angle (3d array).
May 7, 2016 at 4:32 comment added user3256672 Another thing was when more cars are placed, only way to reach target is to move blocking car, and in order to move blocking car need to move another. In my case it was required to let user select location exactly as cars were used to create barricade.
May 7, 2016 at 4:29 comment added user3256672 I did not found solution. I used regular pathfinding with checking for points at which it need to change direction if it can steer (using premade bitmap patterns), and check if its ending facing is either correct or opposite (then we added small extra reversing path). There was a lot of problems with this so we removed it.
May 4, 2016 at 22:37 comment added xaxxon did you ever manage to come up with a working solution?
Nov 6, 2014 at 10:09 history edited user3256672 CC BY-SA 3.0
added more informations
Nov 5, 2014 at 20:17 answer added AturSams timeline score: 2
Nov 5, 2014 at 17:29 history tweeted twitter.com/#!/StackGameDev/status/530049220334465024
Nov 5, 2014 at 17:00 comment added fastinvsqrt You could also look into steering forces
Nov 5, 2014 at 15:28 comment added ratchet freak just make turning more expensive than going straight ahead
Nov 5, 2014 at 15:07 review First posts
Nov 5, 2014 at 16:46
Nov 5, 2014 at 15:03 history asked user3256672 CC BY-SA 3.0