My Previous Solution I think the best place to start is what I did with the previous incarnation of ‘Bug. At its most basic the actors used a straightforward locally-generated A* path each timestep they were required to moved. They would calculate the entire path, and then move one step but caching the remainder. A […]
On Pathfinding (1)
- Post author By threeli
- Post date
- Categories In AI, Computer Science, Game Development, Protobug