Hi.
Now the newest pathfinding project will have a good anc cheap rvo in it. This gives us a good way to avoid many agents and not to run trough each other. So this got me thinking. In order to create a large scale battle scenario one would have to find a cheap way to tell a specific agent a target where enemy npc is located and attack it. In theory it should find the closest target.
The usual suggestion would be to have a raycast or sphere collider to measure against all anemies and create a waypoint to the closest one. Unfortunately this option would not scale very well because colliders are expensice and for every agent run trough to find the enemy will kill the performance.
Since the RVO demo worked so well i was wondering if there is another and cheaper way to find the enemy. Rvo does have an algorithm avoiding its neighbours and thus creating the chain reaction between each other. Would it be possible in theory to turn it other way around. Instead of avoiding the nearest neighbour we can just sample it and if its an emey then we will engage it in some way. But if its just an agent on my own side then i will just avoid it.
Any thoughts?
Thanks.