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From: kkent@gulf.uvic.ca (Kevin Kent)
Subject: Re: Avoiding Other Units While Pathfinding
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References: <4jn4f2$f45@mirv.unsw.edu.au> <1996Apr3.141311.18059@imada.ou.dk><4jn4f2$f45@mirv.unsw.edu.au> <1996Apr3.141311.18059@imada.ou.dk> <4k6mer$eiv@tribune.concentric.net> <4k9k6v$a79@scratchy.mi.net> <AD949D449668CFE6C@hearsay.demon.co.uk> <3170522B.2CAC@nbnet.nb.ca> <4krbs4$dol@tribune.concentric.net> <4ksbvf$9qd@cloner2.ix.netcom.com> <4l0lbb$kvu@usenet4.interramp.com> <4l3ptm$5ne@news2.cais.com> <4l5rq9$ch@crchh327.rich.bnr.ca> <4l654k$9uq@news1.mnsinc.com>
Date: Fri, 19 Apr 1996 00:04:43 GMT
Lines: 23


> This has to do with human perception, I think.  When I click my mouse
> to tell my unit to "go here", I'm giving it a point, implicitly forming
> a ray with its present location.  If your frame of mind treats "go here"
> as simply "get here, I don't care what path you take", then my irks
> will not bother you.  It might be interesting to know what people
> expect of that command.  Thoughts?

Personally, I think that units should take the shortest possible route,
while giving a wide berth to hostile units. This would prevent units from
taking a short-cut back to base that brings past the front of an enemy
base. I'm constantly amazed at how units in some games have no common
sense, and will blithely go where no unit with a survival instinct would
go. 

Perhaps that's what each unit needs - a survival instinct. That way, units
which are nearly dead would make a run for it, defenceless units would
stay away from hostile units, etc. Hmm, there's possibilities there...

K.
-- 
Kevin Kent (kkent@csc.uvic.ca)
Student, CSc/B, University of Victoria, Canada
