Quick Summary: In order to move many units efficiently on the map, we've decided to go with flow fields, this is the first part were we do create the ... Combining our flow field, with some collision detection and our animated character, we can now start moving units.
Nanocorp Game Devlog Grid And 24397 -
In order to move many units efficiently on the map, we've decided to go with flow fields, this is the first part were we do create the ... Combining our flow field, with some collision detection and our animated character, we can now start moving units. Once we have our cost field, we can then move forward and compute an integration field when clicking a cell.
Important details found
- In order to move many units efficiently on the map, we've decided to go with flow fields, this is the first part were we do create the ...
- Combining our flow field, with some collision detection and our animated character, we can now start moving units.
- Once we have our cost field, we can then move forward and compute an integration field when clicking a cell.
- We're making progress on levels, we chose to split them in blocks which we can then combine together.
- Adding more directions to the flow field allows for smoother overall movements.
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