Algorithms for Enemy Separation while Pathfinding

Publicado el: 08 febrero 2024
en el canal de: FoozleCC
1,271
110

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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Cheers-
Foozle


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