A common problem encountered in making games is keeping enemies from "clumping" up into a big stack as they move around in the world. This video covers a range of topics including boids, repulsion, pathfinding, flood fill/breadth first search, potential fields, cellular automata, and a quick and dirty implementation which is simple yet effective. I focus on repulsion and and flood fill working together as that is what I am using in my Twin Stick Survivor.
Pertinent Links!
The Coding Train: / @thecodingtrain
Boids: https://editor.p5js.org/codingtrain/s...
Pathfinding Overview: https://www.redblobgames.com/pathfind...
Cellular Automata Game of Life: https://alexandrunst.github.io/Game-o...
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Foozle
En esta página del sitio puede ver el video en línea Algorithms for Enemy Separation while Pathfinding de Duración hora minuto segunda en buena calidad , que subió el usuario FoozleCC 08 febrero 2024, comparta el enlace con amigos y conocidos, en youtube este video ya ha sido visto 1,271 veces y le gustó 110 a los espectadores. Disfruta viendo!