Jump to content
  • Advertisement

Choosing Flowfield Methods

Recommended Posts

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

Edited by TheSomeone77177

Share this post

Link to post
Share on other sites

Disclaimer: I didn't read your link.

You can use Dijkstra to compute the distance from any node to the player. Then have the agents move to the lowest-value node they are adjacent to.

Share this post

Link to post
Share on other sites
19 hours ago, IADaveMark said:

I've been referencing the gameaipro link, but the video is something new, thanks ill check it out!

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!