I'm trying to figure out the best way to design Car and Road objects for a game design I'm working on.
The idea is for AI Cars (as well as the Player controlled car) to recognize when they traverse dotted lines or straight lines on the Roads.
I'd like to be able to build a Variable Lane Road for Unity3D with the appropriate flags and sub objects so that the Cars recognize where they are and when and how they traverse or take turns etc' etc'
For example, a Road can have a single direction or be in both directions.
For each direction there can be a number of lanes. Lanes allow cars to overtake each other (meaning a dotted line between the lanes).
If it's a bi directional road, then there's a line between the two lanes - optionally and ideally, if there's more than one lane on any of the directions, then the line that separates the directional lanes is straight.
By default, there should be a flag that draws the line according to an isOvertakingAllowed boolean flag.
The most important part is that the Car objects need to know what lane they are on or if they are on a lane separating line, and what type this separation is (overtaking allowed or not).
That's the hard part, to me.
Any help is appreciated.
I would recommend you implement a Lane, which have a direction of travel. Then implement a Road which has a collection of points, a path defining it's shape, and distance, and a collection of Lane objects that follow that path. Whether the road is one-way or two-way becomes a matter of which, and how many lanes they have.
In this case, a Car travels on a Road in a given direction, following the lane that it's in. It can only switch to other lanes that have compatible directions of travel (i.e. that are heading in the same direction as the car), unless the car turns around.
You might also have a special point in a Road called an Intersection which is a connection point for multiple Lanes, and somehow specify which Lanes a Car can transition to and from when it's at the Intersection.
That's a rough outline, but I think those are the basic relationships between the objects that you present, and should get you started.
There is an article on gamasutra with description of the model that was used for opencity, and how the different agents (standard car, racing car, pedestrian...) could use it. It may gives you some pointers or ideas.
Related
In my model, car-agents sort in the correct lanes just a few car-length before the crossing when the traffic light is green. That way, the intersection gets unrealistically inefficient. What I can not find in the APIs is a way to determine the lane choice x meter before the intersection.
Is there a parameter, if not any idea, to set the lane choice of car-agents in front of a crossing?
Thankful for any thoughts.
I have found intermediate stop lines, which only cover certain lanes, can be used to give you more precise control. You can send a car to the intermediate stop line, and then send on to the final destination of choice.
the lane can only be chosen in the beginning when the car is created or through the enter/exit blocks... otherwise you have to just accept the randomness of the internal model and you have no control over it.
Edit: but amy in her answer is right that you can redirect cars to strategic intermediary stop lines in order to choose the lane or group of lanes the cars will choose whenever it's going to a certain destination.
I am Simulating the road traffic model in anyLogic. I am making a cross road network of four roads using one intersection and two car source. I have used select Output5 twice as seen in screenshot below.
Here road on East side is named as RoadE, road on West side is named as roadW, road on North side is named as roadN and road on South side is named as roadS.
Logic:-
Every time i am trying to run the model, it is throwing same exception as :
Why this agent is not able to choose right lane?
Make sure that the road segment (where the car comes from) is long enough. If it is too short, some cars might not have enough space and time to switch into the required lane.
Just make your bottom road a little longer and it will work.
Just see on lines consists from points on crossroad: right way does not conntected with left road. Car cant ride left from right way, and because it try to cange lane.
Do it herself (select crossroad, and then double click on rectangle on the end of way).
Offcorse, if your cars can ride left from right way)
So I am trying to design a multi-level highway system with the Road Traffic library in Anylogic. The highways have multiple levels and I am having trouble with depicting the difference in the levels of the roads in my model.
I looked at the help content related to RTL specifically Library Reference Guides and Tutorials but they don't mention adding grades/inclination to a road to get a multi level system.
I apologize in advance if I missed documentation related to this. But I would like to know how to do this in Anylogic.
Also, there is a Highway Junction model available in the sample models that comes with the installation and implements an increase in the z-value of the roads but I am not sure how to do that when designing the road.
When You draw road Object in RTL, in points section of the drawn road properties panel, you can set the Z value of each point of your road. So you should use more than two points to draw your road, even if it is a straight one. This way you can easily set z value of different points of your road, and build up needed levels, grades or slope of the road.
Hope this helps you.
I,m creating a dungeon generator in unity3d. I have a pile of prefabs(rooms, corridors, junctions). Randomly a piece is chosen for starting piece and then depending on the connecting rules next pieces are chosen. Also the dungeon can be multi layered. Like 1 room above the other etc. Problem is room collisions. On the same layer 2 rooms can be placed on top of each other and this is a problem.
My first idea was to use arrays to model the layers and then find best suiting locations for stairs up and down. But the problem with this is that not all angles are 90degrees. I have a 3 way intersection in the shape of Y. So everything that comes after this is angled. And its not easily represented on array.
Second idea was the use of collisions and backtracing. I place the tile and then if no collision I can move forward. But if collides I try to find a better suiting piece or remove the previous piece and but something new there. But I can't figure out a good method to do this.
Anyone have any suggestions or ideas on how to generate multilayered dungeons with non 90 degree angles?
I am making small/mid RTS game, I have the following need:
I want Enemy Players to Attack allies and vice versa when they are in each attack range.
My question is: what would be a better approach finding if enemy units are in attack range of allied or vice versa of course ?
What have I tried:
For now I tried to add SKNodes with SKPhysicsBodies for each unit Node.
I can see that FPS are going down when the contact happens... I guess it wasn't the best way to know detect whether enemies are in range.
I guess my alternative is to run some Nested Loop within Update method and check if there are enemy units within the Radius.
I am not sure if it is the best approach, however with this approach I may play with some parameters and maybe optimize the routine for my own needs.
I would like to know if there is some better alternatives.
Look into GamePlayKit,
It may have some things you want.
Otherwise I would just use the Euclidiean Distance Formula https://math.stackexchange.com/questions/139600/euclidean-manhattan-distance without the square root, and use this value based on squads, not individual troops. (So if a group of 4 soldiers is attacking an enemy of 5 soldiers, only 1 distance check is done).
The reason why you do not square root, is because you should know the squared allowable distance. If an enemy 10 pixels away attracts soldiers, then use 100.
The best way to treat your soldiers like squads, add them all to an SKNode (sub class to add better functionality), then you just need to compare those squad SKNodes
If you want to reduce the number of checks you make, consider turning your play area into a grid (Like a chess board). Since you know the size of your tiles, you could easily check to see if the units are close enough to warrant a distance check. E.G. You have a unit at a1, and an enemy at i9, then you know just by tile distance that the units are too far apart to attack each other