Time sliced Pathfinding using the A* algorithm, with multi-threaded requests, re-planning intervals and path smoothing. Formation patterns and breadth-first search (BFS) used for finding the nearest valid target positions for squad members.
Programmed in C++ using the C4 Engine. This level is just for testing only!
nice
now if you just give us the source code
and tell us which library you used (DX or OGL)
ahmednematallah 3 months ago 5
@ahmednematallah Thanks. Uses C4 Engine which uses OpenGL :) Sourcecode will be available soon.
y4ure 1 month ago