As you're starting work on your game, one of your colleagues suggests avoiding pathfinding completely, and just using potential fields for pathfinding and navigation. He suggests that you just overlay a big 2D grid over the world, with each cell indicating the distance to the nearest obstacle. Is his idea feasible? Why or why not? When would it cause problems? Regardless of the answer to that question, what are some of the other ways that such a system could be used?
Answer Posted / Gurudev Prasad
The idea is theoretically feasible but has limitations. It can work well for simple environments with few obstacles, but it struggles in complex environments with numerous obstacles or dynamic objects. This method can cause problems when many crowd members are present, as it may not provide efficient solutions for pathfinding and navigation in these situations. Other ways this system could be used include simulating particle motion, creating terrain generation algorithms, and implementing physics simulations.
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