New answers tagged rts
Knowing how A* works, it's not always the best choice for open spaces. Sometimes a simple if x>myPos.x then x = x - 1 type of model is fine for what you need to do. What would be better, I'm thinking, is a simple position change model backed up by A* when it finds obstacles. A good source for A* algorithm-type-stuff is: A* Algorithm This is what I used ...
You should have a visibility map with at least one bit per cell per team. Don't brute force a full map update each frame. Only when a unit's location and/or sight range changes. Before and after movement, check his visibility against each teams bit. If he was not visible to a team and becomes visible. Send an event.
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