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Collision avoidance
#2
Hi,
The controller classes have a protected method called SimulateAdvance. It documentation says
"Advance the controller and return the new position. Contrary to <see cref="Advance"/>, this method will not do any side effect operations, like updating some internal state, or triggering events"
You can use this method instead of having a trigger in front of your object, it will yield better results.
You can expose publicly the method in your own controller class (inheriting from SplineController for example) and then have a crowd manager that will simulate the advance of all the controllers, then detect collisions and modify the properties of the relevant controllers.

(11-09-2018, 02:49 AM)radu392 Wrote: how to determine by how much to slow down the object smoothly enough to avoid the collision, especially since controllers would have varying sozes, speeds, orientation, paths, everything.

If you can't find a simple logic that benefits from your game scene constraints, give a try to this method:
http://gamma.cs.unc.edu/ORCA/publications/ORCA.pdf
Unlike what the paper states, your objects can't move freely, so you will need to modify their solution to fit your constraints.

PS: I never worked with collision avoidance, neither have I implemented the above paper, so I have zero experience on this field. It's just that years ago I attended to a talk of a Crytek employee presenting this method, or a very similar one, which they implemented in Crysis 2
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Messages In This Thread
Collision avoidance - by radu392 - 11-09-2018, 02:49 AM
RE: Collision avoidance - by _Aka_ - 11-09-2018, 10:44 AM
RE: Collision avoidance - by radu392 - 11-09-2018, 06:06 PM

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