Same as other video, but:
- Now projects ray queries from current position to each node returned from A* until the last visible node is found. All nodes between current and the last visible are skipped. When that node is reached, the process is repeated. This smooths the path, which is helpful here because I only use the center of the nodes in the quadtree for A* which makes for a very sparse graph.
- When a collision is imminent, the lower priority unit stops and the higher priority unit paths around it (or just continues moving, whatever is neccessary).
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