I need some help determining which methods of path finding i should use. The scenario is that i want 100-1000 agents (with steering behaviors) moving to a single location (the player) via a flow field. I am currently following this PDF for guidance (Supreme Commander 2 Pathfinding) but a lot of the technologies they use are meant for an RTS. Different groups of agents often have different goals to move toward to. Since i have a single, consistent goal, would i still implement things like an A* search through sectors based on an agent's location in the map (there's a lot of agents so..), or would i simply generate the flow fields in the sectors that are occupied?
Basically, since i have a single target at all times, which technologies should i use and which should i forget about
I am trying to recreate the combat system in the game Life is Feudal but make it more complex. The fighting system works by taking in the direction of the mouse movement and if you press the left click it will swing in that direction, though stab, overhead, left (up, down, left right) and right are the only swings that you can do. If you wanted to you could also hold the swing by holding left click so you are able to swing at the perfect moment in the battle. I want to change this so add in more swing directions but I also want to code this from scratch in Unreal. Can anyone give me any pointers or maybe a few snippets of code that work in Unreal that could help me start to implement this type of system?