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Pathfinding for crowds? #462697
10/22/16 00:40
10/22/16 00:40
Joined: Aug 2011
Posts: 133
Germany, Supergeheimes Hinter-...
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gameplan Offline OP
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gameplan  Offline OP
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Germany, Supergeheimes Hinter-...
Hi,

I want to implement a pathfindung solution for a big crwod of dynamically moving entites. Every entity should avoid contact with each other entity while finding a path through a moving crowd of entities over a unevan surface.

I just want to ask, if someone does know a good starting point? Does there exist a specific algorithm, that suits best for this excercise? What do you recommend?

Thanks.


Version: A8 free
OS: Windows 10
Re: Pathfinding for crowds? [Re: gameplan] #462700
10/22/16 07:26
10/22/16 07:26
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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WJBender made a navmesh plugin called Peragro of the Recast/Detour/DetourCrowd. By the way, it is available in Unity and UE4 by default. I don't know whether it is still available or not, he switched to Unity. It has good performance I think only max 100 characters. To make your own plugin:
http://masagroup.github.io/recastdetour/
https://github.com/recastnavigation/recastnavigation

another open source solution is RVO2:
http://gamma.cs.unc.edu/RVO2/

by the way if you need larger crowd, you can implement a vector field pathfinding and movement system, or use simply a potential field. I have recently implemented my solution based on this, but it does not deal with avoidance (but possible to add little repulsion to the heat map around units):
https://gamedevelopment.tutsplus.com/tut...g--gamedev-9007

But it really depends on you what you mean by crowd, and what is the exact purpose, what limitations you can accept on quality and performance...


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Re: Pathfinding for crowds? [Re: sivan] #462709
10/22/16 13:25
10/22/16 13:25
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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To keep performance high use a single while that controlls all ents stored in a array.
this mass ai tip changed my life.

My mass ai project
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=460893#Post460893

Greets

Last edited by rayp; 10/22/16 13:27.

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Re: Pathfinding for crowds? [Re: rayp] #462718
10/22/16 19:49
10/22/16 19:49
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Germany, Supergeheimes Hinter-...
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gameplan Offline OP
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Hm, most of the implementations that I have locked at, seem to need a navmesh or nodes, that need to be placed by hand. I would appreciate a solution, that works without manually setting navmeshes, nodes or similar things.

I want to implement a navigation / pathfinding for around 500 NPCs, that works for a dynamically changing enviroment (many moving objects). Examples for similar implementations are Picmin, Age of Empires or Left4Dead.


Version: A8 free
OS: Windows 10
Re: Pathfinding for crowds? [Re: gameplan] #462719
10/22/16 20:58
10/22/16 20:58
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Online
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Quad  Online
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Recast is for autogenerating navmeshes from level geometry.


3333333333
Re: Pathfinding for crowds? [Re: Quad] #462722
10/23/16 00:46
10/23/16 00:46
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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500 npcs with acknex?
that is not realistic. Even left4dead source engine cant handle such amount of ents. Dead rising maybe. That was the reason why capcom was impressed an bought bluecastle.
It took me years to have 50 pathfinding moving and animated ents with 60fps.
anyway good luck wink

Greets

Last edited by rayp; 10/23/16 01:03.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Pathfinding for crowds? [Re: gameplan] #462725
10/23/16 08:45
10/23/16 08:45
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Hi!
Originally Posted By: gameplan
I want to implement a navigation / pathfinding for around 500 NPCs, that works for a dynamically changing enviroment (many moving objects). Examples for similar implementations are Picmin, Age of Empires or Left4Dead.
Well, it may work but don't forget about models, bone animations, shaders etc... They will probably ruin the whole thing and at the end you'll get around 15-25 fps (that's what rayp is talking about I think). Maybe if it's going to be hardly optimized (well, it depends on the type of the game you make), well, I can't guess, let's see how it turns our, I'm curious.

Best regards!


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Re: Pathfinding for crowds? [Re: rayp] #462729
10/23/16 13:33
10/23/16 13:33
Joined: Sep 2009
Posts: 991
Budapest
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The Conitec had a demo that showed hundreds of animated models in an infinite loop.
As i remember it was cca. 6 years ago.
Here: MMO test you can download a special version of A7 what aimed exactly the same, showing 500 animated models at 60 fps.
Maybe A8 can give more performance nowadays.
In the zip there are two test executables.
1. for testing crowd.
2. for testing terrain.
Good luck!

Re: Pathfinding for crowds? [Re: Aku_Aku] #462731
10/23/16 14:51
10/23/16 14:51
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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Standing animated models is one thing. Pathfinding moving and animated another thing.
looking forward to this.
greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Pathfinding for crowds? [Re: rayp] #462737
10/23/16 21:23
10/23/16 21:23
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
the best to check what other games use in the similar genre you want to make. probably most of them select different methods not accidentally.

With 3DGS, I could achieve only 25 FPS as an average, handling about 400 characters (moving in group formations) in my RTS testbed level (filled with buildings, trees, and using shaders like water, shadowmapping etc.), when reached a good enough quality, after many-many optimizations. It required to implement my own complex pathfinder and movement system... with A8 Pro edition where I have terrain LOD and GPU animation.

But a lot depends on what quality you need, how many of units are visible, their bone and vertex number etc. If the behavior is very simple you can have more, but game engines are in general not for this purpose, rather for something like an FPS.


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