Comment by tshaddox
7 hours ago
Not only is that pathfinding, it sounds like an especially complex pathfinding algorithm that would be pretty challenging to implement efficiently.
7 hours ago
Not only is that pathfinding, it sounds like an especially complex pathfinding algorithm that would be pretty challenging to implement efficiently.
In what way?
Well, if each unit leaves its own scent trail, that’s a lot of per-unit state, and little to nothing that you can pre-compute for the entire map. You could have all units trails on a global “scent layer” that all units read from, but then you’re basically just building up a graph of common paths that could have been precomputed for the entire map.
It also doesn’t at all address inter-unit collisions, which is a big topic in RTS pathfinding.