Thursday, September 8, 2022
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physics – Motion system for hundreds of entities


I wish to implement a motion system for armies of a number of thousand models.
Nevertheless, I wrestle to get the motion “steady” when there are quite a lot of hundred models.

The issue:
When too many models transfer and begin pushing in opposition to one another, the middle of the military turns into “unstable” and jiggles round. That is particularly noticeable when a military tries to maneuver by means of a chokepoint or in opposition to a tender blocker.

For reference, the aim is a motion system like in They Are Billions: https://youtu.be/zYGTbt2vXtQ?t=788 (from 13:10).
Whereas 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.
Nevertheless, I ultimately at all times bumped into the identical situation.
Plainly I’m not in a position to correctly stabilize the middle of forces the place most entities push into one another, however possibly I’m simply taking an incorrect method.

Do you’ve got an thought the best way to method this or have assets on implementing such a system?
If you happen to want extra info, please let me know.

Some extra info/constraints:

  • I actually wish to perceive the best way to resolve this, “simply use library XY” sadly doesn’t assist
  • Answer should not be tied to a selected sport engine
  • Motion is at present simply fixed velocity in direction of a typical level for all entities
  • Entity form is at all times a circle (though of various sizes)
  • Effectivity generally is necessary, “simply do 1000 substeps per iteration” just isn’t an answer

Cheers!

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