Comment by card_zero
6 hours ago
There certainly are naive ways, although whatever I suggest here will be poorly thought out and will lead to the next problem. But OK, I suggest a scent trail. Each unit paints where it's been and prefers not to go that way again. Then of course it could paint itself into a corner, so it needs a local-maximum-busting strategy too, which probably means marching off in an arbitrary direction to see if it gets unstuck.
This would be behaving like a caged animal, and in a game, that's good, and better than a smarter algorithm. You don't want them to be idiots, but you don't want them to be magic, either.
The old "follow the left-hand wall" maze-solving strategy is another naive way to get out of a trap. It's not fun gameplay, but it's naive and it exists, so better naive strategies do too.
That’s pathfinding. I thought you were opposed to pathfinding?
Well, ish. My theory is that you can have units make individual local choices that add up to somewhat inept pathfinding, and it works out cheaper than maintaining live-updated whole-map pathfinding information.
Not only is that pathfinding, it sounds like an especially complex pathfinding algorithm that would be pretty challenging to implement efficiently.
In what way?
1 reply →