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If the enemy paths are not very dynamic (Dynamic would be every couple agents are attacking different targets and paths to those targets have to be updated every couple frames) Then I would do a combination of flowfields and steering behaviours if performance is your main concern. There are some more complicated subjects involved like space partitioning ...


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This is a pretty interesting question, and i'm going to try to contribute with what I can. First, I think you have to clearly define the boundaries for the game you are trying to create, and define those questions (some may already been answered). How far the is the monster aggro ? How many monsters at the same time is your target? How is your terrain ...



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