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Steering _ The Sequel

So I experimented with some techniques and I liked the technique to precompute a path (curve) and have the vehicle try to follow that curve.

Now the problem which I stumbled upon is that every frame the vehicle calculates how far it is from the path and calculates steering corrections etc. Now these calculations ask a lot of cpu resources (angle calculation, distance calculation ...)

So my new ( & hopefully last question on this subject would be) if you guys in your games just let the vehicles follow the path by just assigning it the right position, or do you actually make it more "intelligent" and let the vehicle calculate the needed steering corrections and let the physics do their job afterwards? (aka is cheating "allowed" or "common")

Thanks for your help,

Jurgen

7 posts.
Sunday 13 October, 20:34
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steering - actual CPU load

Jurgen,

do you just _feel_ that your computations are expensive, or did you actually measure the CPU utilization? I'd be surprised if the computations really turn out to be expensive (assuming you run the vehicle at some 30Hz or less), unless you're coding for a GameBoyAdvance (ARM processor without floating point hardware).

For an Intel based system, you may want to download the (free) AMD CodeAnalyst profiler. It will provide you with feedback on the actual time spent on AI (and where that time is spent).

William

19 posts.
Monday 21 October, 09:09
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