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Re: [glob2-devel] Alleyways, and pathfinding


From: nct
Subject: Re: [glob2-devel] Alleyways, and pathfinding
Date: Fri, 4 Nov 2005 12:58:49 +0100 (CET)
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Hio,

I agree with your analysis and also agree that the solution would be to
take the globules into acount to compute the gradient. I've a very simple
idea and would like your opinion: a simple trick could be that units
blocked for a long time mark the case they are on as obstacle. Then, if
gradient is recomputed often enough, too crowded paths will not be used.
We could also keep the two maps, so that if there is no other way units
still try to use the crowded ones and that units in crowded area could
still use the other map to get out of them. The unit marking case could
also mark up to a certain distance, and we can even imagine units that
forward mark of congestions. I haven't thought enough if this idea is
equivalent to the pheromones in the end.

Steph





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