I have a navmesh graph, that is very large (around 10k x 10k units) and want to keep performance on mobile a concern, but want to use some grid features.
I’m making an RTS and want to eventually do the following:
- Render grid lines (probably with OpenGL) around points spaced about on this navmesh
- if a navmesh grid is not prefered (or a regular node grid is still fast enough), i want to make my grid point movements more natural, and feeling less like waypoints.
3… Use these points (or RVO) to determine if units block a path
- When multiple units are selected, and given the same move destination, they should form a squad formation around the destination based on preset unit sizes (some units can be long, wide, uniform in dimensions, etc).
- They should NOT “fight” for the destination and just all try to run towards it.
How can this be achieved? I’ve been scratching my head a bit on how to approach this, and also approach it in a convenient, modular and efficient way. Not sure where to begin. Any help, ideas or pointers?