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I wish to implement a motion system for armies of a number of thousand models.
However, I wrestle to get the motion “secure” when there are various hundred models.
The downside:
When too many models transfer and begin pushing in opposition to one another, the middle of the military turns into “unstable” and jiggles round. This is particularly noticeable when a military tries to maneuver via a chokepoint or in opposition to a smooth blocker.
For reference, the objective is a motion system like in They Are Billions: https://youtu.be/zYGTbt2vXtQ?t=788 (from 13:10).
While I do not want THAT many entities, emphasis is on how clean the zombies group/clump up when their path is blocked. No jiggling, simply clean pushing in opposition to a typical entrance.
I attempted impulse-based collision decision, Verlet integration, and classical steering behaviors.
However, I finally at all times bumped into the identical subject.
It appears that I’m not capable of correctly stabilize the middle of forces the place most entities push into one another, however possibly I’m simply taking an incorrect strategy.
Do you’ve got an thought how one can strategy this or have assets on implementing such a system?
If you want extra info, please let me know.
Some extra info/constraints:
- I actually wish to perceive how one can resolve this, “simply use library XY” sadly doesn’t assist
- Solution should not be tied to a particular recreation engine
- Movement is at the moment simply fixed velocity in the direction of a typical level for all entities
- Entity form is at all times a circle (though of various sizes)
- Efficiency on the whole is essential, “simply do 1000 substeps per iteration” isn’t an answer
Cheers!
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