Timeline for Pathfinding with car steering
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |