I am trying to create a game that has player created obstacles which can be placed anywhere in free space, and which has a large amount of enemy agents. In persuit of maximizing the number of agents I can have active at any given time, and as a secondary goal of maximizing the possible size of my map, I found potential/vector fields to be a very appealing solution, except for one thing.
Since the geometry is not aligned to any particular grid I have the problem of what to do when I have a narrow alley between obstacles that is approximately the size of one of my units (As such:)
In this case, cells approximately the same size as the unit would consider this route impassable. One solution would be to use a smaller size of cell, but this of course means more computational resources. Does anyone know of an alternative solution to this problem?