I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things about my current design:
The map has been constructed with tiles. However, I want to allow the soldiers to move in every direction -so using the tiles as graph for A* is not a good idea.
The obstacles are given by collision rectangles. Maps will have a lot of free space, and collision rectangles don't fit the tiles -that makes even worse the election of A* with tiles.
Waypoints, for the same reason, are not a good idea. I would need a very big net and soldiers would move in strange ways, as pointed out here: http://www.ai-blog.net/archives/000152.html
I've taken a look to the LibGDX-AI library. I would like to make soldiers follow the captain or use some kind of formation. Looks like this library is a good choice to make that.
Some things I know:
I also have read about potential/vector fields and navigation mesh. The fields look interesting, but I'm not sure of how to implement them for my case. They could be good for pahtfinding, but some soldier have to follow the captain and move in formation. I think nav meshes won't solve my problem. As I've said, I have a lot of free space, and soldiers can move whatever they want, so the question "how to move the soldier inside the mesh?" remains.
QUESTIONS:
- How to make a free-space AI pathfinding which avoid my collision rectangles?
- How to make this compatible with formations like following the player across the map?
- Is there any way to use LibGDX-AI to do this?