paul doe wrote:Goal Based Vector Field Pathfinding.
That's all the pathing you'll ever need to achieve really complex behavior for thousands of agents at the same time, and then some more, with minimal computational cost. And it's trivial to implement to boot.
yes... basically the heat map/flow map/influence map... I know and am already incorporating them, as much as possible - I gladly trade memory for speed any day! (within reason, of course!)
The problem is when both ends of the path are dynamic - flow map necessitate static goals - all the trees in the world, or some such - you would have to re-generate the flow map every time one of the path ends (goal) changed location.
I agree that I 'should', but whenever I tried, it really blew my mind because ever since I was 9 yrs old (first started programming 42 yrs ago...ug), I only have done things procedurally. Since I have a hard enough time completing things doing them the 'old way', I don't think I could ever learn a 'new way' and be more efficient.... my thinking is procedural, cause/effect. one thing after another, etc....@leopardpm: You should really start looking to learn OOP. Especially Design Patterns, such as the Command pattern, can provide the distributed solution you seek.