problems when pathfinding through narrow gaps. Also, because of the high cost of the potential field construction, pathfinding should be performed asynchronously with respect to graphical display. Otherwise, running the algorithm will cause noticeable stutters in the video output. 4. Results 4.1 Lane Formation Test Lane formation is an important part of group dynamic object avoidance and an established advantage of the “Continuum Crowds” algorithm. The results observed in our experiments for lane formation were mixed. While lanes do form, many unit collisions occur. The results can be seen in Figure 6. Figure 6. Lane Formation Test As can be seen by comparing Figure 6 to Figure 1, better results can be achieved. However, a trade-off is observed when trying to improve this performance. Three factors that are a detriment to the results are that the units have a wide turning radius, the units are very difficult to push out of the way, and the units have somewhat low acceleration rates. All three of these things make the units less reactive and more likely to get held up by collisions than the units in Figure 1. This can be considered a trade-off because these same features make the units move more realistically. That being said, the overall effect is still far superior to that of traditional pathfinding techniques.
problems when pathfinding through narrow gaps. Also, because of the high cost of the potential field construction, pathfinding should be performed asynchronously with respect to graphical display. Otherwise, running the algorithm will cause noticeable stutters in the video output. 4. Results 4.1 Lane Formation Test Lane formation is an important part of group dynamic object avoidance and an established advantage of the “Continuum Crowds” algorithm. The results observed in our experiments for lane formation were mixed. While lanes do form, many unit collisions occur. The results can be seen in Figure 6. Figure 6. Lane Formation Test As can be seen by comparing Figure 6 to Figure 1, better results can be achieved. However, a trade-off is observed when trying to improve this performance. Three factors that are a detriment to the results are that the units have a wide turning radius, the units are very difficult to push out of the way, and the units have somewhat low acceleration rates. All three of these things make the units less reactive and more likely to get held up by collisions than the units in Figure 1. This can be considered a trade-off because these same features make the units move more realistically. That being said, the overall effect is still far superior to that of traditional pathfinding techniques.
HybridVectorFieldPathfinding.docx