I’ve been struggling to make a good use of your awesome asset, but maybe it will be best if I just ask you, if you’d make an RTS - like starcraft, What kind of graph would u use? What options seeker would have?
I’ve tried using grid graph and used to make unwalkable nodes when the character stands on it, it makes other agents search for paths around the character. The local avoidance does not do anything unfortunely. The effects are not so good when you are moving groups of characters.
So what are your thoughts? How would you make an RTS pathfinding?
Also, I really need a feature like this from starcraft II:
I will return tomorrow with a more detailed response, but unfortunately I have to leave now.
I made an attempt at replicating the SC2 movement behavior and this is what I managed to achieve in 30 minutes or so (actually this is not the latest result, it looks slightly better now):
It uses local avoidance as well as some custom logic for determining when agents should stop (to avoid them all trying to constantly move towards the same point). I can post the code if you want (it’s about 70 lines which will work with the latest 4.1.2 beta).