Dynamic obstacles avoidance in navigation mesh system - dynamic

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other while they moving. I try to steering them when collision occurs, but this doesn't work well. For example, two characters block on the road while the third one's path is right in the middle of them and he'll get stuck. Can someone tell me the most popular way of doing dynamic avoidance? Thanks a lot.

I think that the best way of doing this is to use dynamic NavMesh obstacle.
You have to instantiate a dynamic obstacle for your character and update its location with the character one each frame.
You'll find out how on the CreatingADynamicNavMeshObstacle page.

Related

Implementing a custom move in optaplanner

I'm using Optaplanner to make a schedule for a school. Every works good, except that it sometimes have gaps between the lessons, which I do not want. I have rules for punishing this but I think the search space is so big that it will take quite a while before it "fixes" this.
Is it possible to tell Optaplanner to try out some "selected/calculated" moves first and then continue with the moves it is supposed to do?
I'm using the time grain patterns with this.
It is possible to do, but not recommended. There is good literature on the subject here: https://www.optaplanner.org/docs/optaplanner/latest/move-and-neighborhood-selection/move-and-neighborhood-selection.html
I would start first by experimenting with configuring the generic moves that are provided out-of-the-box in optaplanner, which you can do by editing the XML file included with the distribution.
If a custom move is really what you need, you can refer to the docs above, but it is much harder to avoid bugs this way and you will want to enable full assert to double-check that score corruption is not occurring after implementation.

Best game engine which does not require coding

I want to make 3d games without writing a single line of code. I cannot use unreal engine due to some reason. I would really like a suggestion. I don't know why site's always add unity to the list. Unity requires programming. Please tell.
Thanks in advance.
You cannot create great games without a single line of code. There are several engines out there that creates games without code, but you will be only constrained to casual games.
However, Unity has a plugin called Bolt. You might probably want to check it out.

Beginner wanting to use optaplanner and graphhopper to solver Vehicle Routing Problem

I'm new to VRP solving. I've got optaplanner's demo VRP running.
I have about 400 text addresses as my waypoints. I've geocoded them, so I have lat/long.
I sense that I need to calculate a LOT of distances between waypoints. I've seen the file format for .vrp and as yet haven't found how to generate that format from my list of text addresses.
I sense that graphhopper might help me to do that.
I'm still getting graphopper going. I have downloaded open street map data from https://extract.bbbike.org/ in PBF format. I sense that I need to use that to that data with graphhopper to generate input to optaplanner.
am I on the right track?
can someone point me to a guide? (I realise this is pretty niche, and I might have to find my way a little...)
Thanks and Regards
Here's the code how I generated the VRP file used in optaplanner-examples.

How to program an RPG game's scripted event/Cut scene system in a tile based RPG in objective C?

For background I have been working on an RPG based off Ray Wenderlich's tutorials. (Example)http://www.raywenderlich.com/1163/how-to-make-a-tile-based-game-with-cocos2d.
Now I am trying to build a scripted event/Cut scene system so that for instance when a player enters a building, the different characters can have a discussion of the current events, before continuing the adventure. My only problem is I can't really visualize how one would implement this.
I would guess some sort of one time use trigger, maybe kept in a large switch statement on a singleton somewhere ? Which maybe draws all the temp characters ? Then the event then deactivates itself.
I am just looking for a blueprint of how one would do this. Although programming examples are welcome as well.
It depends a lot on how much time you want to commit to the system and how versatile you want the final system to be. A powerful cut-scene system can be flexible enough to be used in almost every interaction in a typical 2d RPG.
If you want to go all out I would suggest a heavily data drive approach. Keep as much data in files and use the filesystem to your advantage. If you say 'all the dialog scenes are in this folder' then when adding a new scene it just needs to be dropped in the folder rather than creating the scene then touching some master switch statement somewhere. Just keep in mind with a large system you want to make adding a new cutscene as simple as possible, not 400 different places to touch.
I would also stay away from switch statements for tracking progress in a cutscene. It adds a lot of code overhead per scene. Idly a cutscene would be a simple as an array of data and a position. Your cutscene manager, the singleton, can parse through the array, decode the data into commands and fire them off.
Sorry if thats a big vague but a lot of these decisions depend on how your engine is structured and what you want out of the system. Keep in mind that the more general the system is, the more uses you may find for it going forward but it will take longer to get up in running to begin with.
you can just check for the tile you are on while you are moving, and when you are on a specific tile you can start a cutscene, also you can add a tag via TiledEditor (this is the recommended editor for using with CCTMXTiledMap) to your map to specify where the cutscene should begin just like he pointed the character start point in that tutorial. the you check for the triger specified (either a specific tile or what the point taged in map) in every gamecycle. and then it's almost very easy you just freeze controls and play a prerecorded camera and object movements till the cutscene finishes. the restore the game to normal mode and turn off checking for the triger.

How do I create circles connected with elastic lines in Processing.js?

In Processing.js, I'd like to have circles that represent nodes, with lines connecting linked nodes. I'd like those connected circles to naturally pull toward each other with a kind of elasticity of the lines, and the circles to bounce against each other when they touch. Any ideas on how to do this?
I think this sample might get you going in the right direction:
Box2D.JS with Processing.js
It has the circles, the lines, and the bouncing.
Or if you want it yourself this is the Google search term you're looking for:
http://www.google.com/search?hl=en&q=force+directed+graph+javascript&aq=f&aqi=g-c1&aql=&oq=&gs_rfai=
The base algorithm is pretty simple, getting a tuned example to work a little less so. I've looked through this stuff before, but this quick search just turned up this little js project that seems to do it quite properly: http://github.com/jackrusher/jssvggraph
Shouldn't be too difficult to port.