yup, exactly - at position 0... and the heatmap value in every cell is actually also the distance to the nearest tree (or destination)BasicCoder2 wrote:So if you had a lot of trees each tree would be at the lowest positions of a height map? The agent rolls down hill until it hits the bottom?
yeah... BUT, there is a way to only redo the map that is effected by that particular tree, I need to think exactly about how the routine would go - but it would be much faster than re-generating the entire heatmap ... especially if it is a BIG worldmap!And if you remove a tree you would have to redo the heat map?
not annoying at all! it looks WAY better and easier to read. I apologized for my very sloppy coding...By the way with your first example I pushed the code sections into their own subs so the main routine is just a few self commenting statements. I changed a few labels as well just to be annoying :)
How do you like my latest example above with the bugs fixed and 45 agents running here and then there? kinda mesmerized I sit and watch the thing...