RTS AI in C2

Discuss game development design and post your game ideas

Post » Wed Jan 14, 2015 8:17 pm

Hey,

Having at least 1v1v1v1 on a map with 200 units on each side in theory pretty impossible to pull off, isn't it? I can imagine the lag when all AI armies do pathfiniding and other logic decisions. What do you think?
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Post » Wed Jan 14, 2015 8:55 pm

If a group of enemies are going to move at your base, they should pick one instance to do pathfind once, then other instances follow to instance which used pathfind, try to think it's boids or share pathfinding, it would save CPU usage.
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