> And when pathfinding to an enemies > building, warriors used that buildings gradient, which means the warriors > obeyed the-enemies forbidden areas!
lol > The resulting algorithm consumes very low CPU. Running a test save provided > on the bug tracker by Leo where there are literally tons of units rushing to > the enemy all at once, (so in theory this would be a bad-case scenario) I belive worst case would be, when there are no targets. And that isn't even that unrealistic. Have a look at this too. If necessary for speed, check the "flag area" for targets before the start of A*. -- Kai Antweiler _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
