You're tasked with implementing a crowd that walks around the streets of a city. Describe some ways you could implement this in a fast and efficient manner. How do you ensure that crowd members don't touch each other while moving? How do you get crowd members to get out of each others way, and ensure that no two crowd members can get stuck trying to get around each other?
Answer / Priyanka Bhardwaj
To efficiently implement a crowd, consider using navigation meshes or pathfinding grids. Navigation meshes divide the environment into walkable and impassable areas, allowing for faster movement calculations. To avoid collisions between crowd members, use spatial partitioning techniques such as quadtrees or octrees to quickly identify potential collisions. When two crowd members are about to collide, move them away from each other by adjusting their paths slightly so that they can pass without touching. To prevent crowd members from getting stuck while trying to get around each other, implement a steering behavior known as 'avoidance'. This behavior encourages crowd members to find an alternative path when obstacles are encountered.
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You're implementing a medieval strategy game in which pikemen should always walk in front of archers, and catapults should always be behind the archers. Explain how you could implement the movement system to ensure that you keep pikemen in front and catapults in the rear as much as possible. Explain how your answer might be different depending on whether or not the units simply need to end up in that configuration when they reach that destination, or if they need to maintain that formation while moving.
is this artificial intelligence lives over the other software programes and their flexiblity
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You're tasked with implementing a crowd that walks around the streets of a city. Describe some ways you could implement this in a fast and efficient manner. How do you ensure that crowd members don't touch each other while moving? How do you get crowd members to get out of each others way, and ensure that no two crowd members can get stuck trying to get around each other?
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As you're starting work on your game, one of your colleagues suggests avoiding pathfinding completely, and just using potential fields for pathfinding and navigation. He suggests that you just overlay a big 2D grid over the world, with each cell indicating the distance to the nearest obstacle. Is his idea feasible? Why or why not? When would it cause problems? Regardless of the answer to that question, what are some of the other ways that such a system could be used?
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