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License: MIT License
An implementation of crowd-evacuation simulation with p5.js
License: MIT License
Implement path searching algorithm as described in the article. (similary as ObstacleAvoiding)
Prevent obstacles from crashing into each other:
Rather than reacting (rotating the object) based on the current positions of the obstacles (or other objects), calculate the next position of the obstacles (or objects) by adding their velocity to their current position and decide based on that position.
The current position of the obstacle is irrelevant. We want to turn in such direction, that we won't crash into it after rotating.
(Maybe event multiply obstacle's velocity to predict for more than one frame in advance)
If you have a larger square, draw only outer layers of it
When drawing larger obstacles, they can't be placed one obstacle away from each other.
Has to be implemented after #12
Implement goal seeking algorithm as described in the article. (similary as ObstacleAvoiding)
Add quadtree implementation for obstacle avoidance.
VArc.isPointInArc
currently checks if point is in arc. We would like it to check if an object (circle, rectangle) with specified size is in arc. Try to figure out how to check for rectangles and circles, since they'll be needed for obstacles.
VArc.isCircleInArc(...)
VArc.isRectInArc(...)
I think this will be useful, before implementing other fuzzy logic systems (e.g. Path searching algorithm).
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