Ok basically I have a solid 2D tile engine where I can make the worlds as huge as I want with zero slowdown, a solid A* pathfinding algorithm, a solid A* pathfollowing method, and a solid game in general. Now comes an issue. Lets say I have a pretty hefty size dungeon and I end up pulling a hundred sprites and they all end up chasing after me throughout the dungeon. This obviously causes some massive slowdown cause they all have to go through the dungeon like a maze. Each node is on each tile. In a sense this could be a bad thing, considering the hundreds upon hundreds of nodes each sprite has to follow. However after staring at the nodes I visually have drawn, I noticed something. Many of the nodes don't even need to be there! The only time a node really needs placed is when a new direction is gonna happen as the sprite travels node to node. Yet I have no clue how I can even code this new idea of mine. If anything, it would be possible to truly pull a hundred sprites with next to no slowdown. I would probably be cutting the number of nodes by 75-90%. Any bright ideas how I could pull this off? Thanks in advance everyone.
Edited by Psychopathetica, 08 January 2013 - 12:05 AM.