Can’t sleep. Game will eat me.
The game demands I post progress.
A* pathfinding, timesliced just like the LOS calculations, steering behaviours take it on home. It’s quite a thing seeing these mannequins finally hop to life. I’ve left collision on them so it’s a bit of a canadian standoff at the moment. Once flocking behaviours are enabled I’ll be taking off the inter-actor collision in preparation for moving the logic to the server.

After literally days of waiting around, Red Team jumps into action.
Are you sick of that screenshot? Me too. Decided to make the map tileable so I can build small prefabs and sew them together:
Whether it’s an arena-shooter, RTS map or roguelike, I’m fairly confident I can make levels quicker this way. And the best part is that all instances of the same tile share the exact same pathfinding & terrain-LOS data!
Transitions are the pain in this solution though — although AI will traverse one side of the world to the other by using the tiles and pre-generated paths as stepping stones, but LOS edge-cases are keeping me up.

What a ridiculous mess this has become. I love it.
