i ve got a question on the pathfinding behavior.
i'm working on a top down shooter, and i have a lot of monster using this behavior.
when i open a door, or when i break a wall, i need to regenerate the obstacle map of all monster, and its pretty cpu intensive, so i get some freeze when it happens.
is there a way to pick only monster concerned by this changement of obstacle map and regenerate only them ?
(for example, others monsters still captured in another room doesnt need to be regenerate)
another issue i have, is when i die and restard layout, some monsters still use the ancient map obstacle and are able to go through doors instead of regenerate the obstacle map correctly and behave like the layout is runned for the first time. dont understand why.
im also looking a way to make ennemy outisde the screen or far from the player to be "asleep" so i can release some cpu charge.
anyway i have a lot of questions on many other points, so if someone is ok to help me with this project, that would be awesome.
here is the last build of the game :
trotar.fr/game/index.html
feel free to ask me if you have any question on how it works.
move : zqsd
shoot : left click
special power : right click
reload : R or click when magazine empty
toggle inventory : I
pause : space
revive : enter
shift : aim long distance