Good news – work continues!
Over the weekend I have successfully corrected the problem with two or more agents going for the same targetÂ and getting stuck, because no one had a clear priority over others. I have tried two different ideasÂ and choose the best.
Also greatly improved pushing out of idleÂ agents.
Changes and improvements were also made to other parts, such as pathfinding and selection of the next waypoint en route.
Many additions were also made to the debug rendering, for easier isolation of problems and debugging.
Now there areÂ two relatively easy problems:
– In the narrow corridor agents oftenÂ interfere with their neighbors, if they did not touch the waypoint while walking past it. Here the solution is already known – needs just implementing and debug.
– IdleÂ agents are much too “scared” sometimes. If some other agents approaches them and stops one tile short, they run back around 1/5 of tile. I still need toÂ re think how to solve that, because this behavior is a part of the interaction and collision avoidance algorithms.
All-in-all everything is going pretty well so far 🙂