Flocking
The Aim of this project is to implement a Flowfield system that would allow for large scale pathfinding.
Flowfields are mostly recognised as the way that pathfinding was implemented in Supreme Commander 2 and I wanted to implement a scaled down version of this in unity
In the demonstration below the red cell is the goal and it propagates out from there.
White cells denote cells which have line of sight to the goal so the direction is just move towards the target.
Yellow cells denote walls or obstructions.
Green cells are the blocked wavefront, this is calculated by running a line algorithm on yellow cells when expanded into.
Grey cells cannot see the target instead they point to their neighbour with the lowest integration value so that they will direct units the fastest way to the target
The next step for this project is to scale each individual grid down to a size of 10*10 cells and then A* Path between the needed grids as this is a large performance bottleneck in flowfield calculations, paths which aren't needed.