@Lizzergas Yeah, still untitled even haha.
The only video of the game has pretty minimal pathfinding to show. I'm getting pretty close to the point where I can start posting about it. I can take a video of the behavior I currently have in a sec here. And I can DM you the game video.
@Lizzergas You bet, that's what I'm doing.
Effectively I have a crowd simulator that takes in a direction (and a list of local neighbors). The direction can come from A*, flow field, or really any pathfinder.
It then processes the direction and returns the 'corrected' direction.
@Lizzergas Agreed!
Haha, me too actually. My code is designed to be very modular.
If you come up with anything that works I'd be interested in hearing about it.
Cheers!
@Lizzergas For sure, I appreciate it!
These problems are difficult at the best of times. It's nice to be able to get ideas from someone who is also trying to sort out these issues.
@Lizzergas it. I'm doing something like this. The terrain is proc generated. So I segment it, and connect each segment as a neighbor with portals that must be traversed to path through it.
@Lizzergas With respect to the a* being a bottleneck. I haven't tried this myself, but you might be able to do a single a* search for a group of entities and have them attempt to follow the path. Perhaps with an offset. Alternatively the map might be able to be optimized by sectioning
@FracturedRTS My apologies if you've already seen this, but this has helped me a quite a bit to get something similar started. I'm no where near sc2, but I'm progressing. Would be happy to share my insights, and interested to hear yours.
https://t.co/9HMwrzkOPk
My last two games flopped, and I was down to my last dollar. But I didn't quit. Today, I’m finally hitting 'Release' on my 3rd commercial game, Idle Gumball Machine.
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@noio_games I ran into this about a week back. I opted to reset the variables myself. Figured unity was doing something weird in the background. Thanks for sharing, this is quite helpful.
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