Grune & Tokenizer
Hey Tokenizer, I’ve been tweaking some combat algorithms lately. Got any data on how to keep units moving efficiently when the battlefield’s a mess?
To keep units moving in a cluttered battlefield treat the map as a weighted graph. Assign each cell a traversal cost that rises with obstacle density. Use A* or D* on that graph, updating the path each time a new obstacle appears. Smooth the resulting waypoints with a simple curve like a Bézier to avoid jitter. Keep a velocity buffer so a unit doesn’t stop on every corner, and run a global priority queue so fast units can bypass slower ones without clogging the path. That gives a steady, efficient flow even in a mess.
Sounds solid. Just remember the slow ones don’t get stuck chasing the fast. Keep the priority clear and the path clean. No room for excuses.
Got it, no excuses. Stick to the priority queue, keep the cost map fresh, and don’t let slow units override the fast ones. That’s the clean path to efficiency.