> 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

Reply via email to