RTS devlog #9: Extreme pathfinding

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  • Another comment, in terms of the pathfinding smoothing, another approach I am looking at is using LoS to dynamically streamline paths as a unit is moving. So, the algo is to a do a quick search of the next n movement nodes to see if the LoS is clear, if it is, skip ahead the movement target to the furthest point in the search space. This does take into account other moving objects also, but I am still am also working on looking at what to do with overlapping moving units.