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Featured Replies

I do a lot of reading about game development, mostly just to satisfy my own curiousity. I've read a lot of the "for real" books on development like Real Time Rendering and Game Engine Architecture.

 

I'm looking for a book, or academic paper that covers not only collision detection, but also collision avoidance, in detail. Any of you Pro's know of a book that covers this, typical college text, etc.? Avoidance is the one I'm really curious about because poorly implemented mechanics in this area I find particularly jarring and obnoxious as a player. I've seen this done badly in many games and it never ceases to amaze me how it makes it through play testing.

 

i.e.

 

http://youtu.be/AoKgxaMp3fc

 

Yes, I do realize that video is also a product of game play AI, but it's the only example I can think of off the top of my head. I've seen many games where NPCs walk continuously into walls and, like lemmings, happily walk off the edge of cliffs or into pits of fire, etc. Some of that is obviously navmesh mechanics too. But, avoidance always seems to be well done in things like racing games where as jet fighter games often have NPCs that will happly plow into any and everything, including the player, without rhyme or reason.

 

 

As usual, googling anything about "game development" brings up "how to write a game in 3 days using x language" for the first... I dunno, 250 thousand results. :/ I find most of the real-deal books as references in other books of the kind.

Edited by Luridis

Fere libenter homines id quod volunt credunt. - Julius Caesar

 

:facepalm: #define TRUE (!FALSE)

I ran across an article where the above statement was found in a release tarball. LOL! Who does something like this? Predictably, this oddity was found when the article's author tried to build said tarball and the compiler promptly went into cardiac arrest. If you're not a developer, imagine telling someone the literal meaning of up is "not down". Such nonsense makes computers, and developers... angry.

You might be interested in

 - flocking behaviors (example)

 - ClearPath

 - Reciprocial Velocity Obstacles

Edited by Zeckul

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