I’m creating the Influence map system for my game. With information from the map, I apply penalties to the nodes from the NavGraph in the cell region, but I’m not super happy with the results.
Instead of penalties for nodes, I thought about applying the penalty on unit avoidance, but I can’t come up with the proper solution for that. Creating and destroying the obstacles on the RVO map is not something I would like to do, because managing thousands of obstacles will kill the performance.
Is there a way to manipulate the vectors of the RVO agents based on my influence map? So I can make them run away from high penalty zone or don’t go into it?