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I’ve often pondered the feasibility of using boids (or a boid like rule system) to implement ancient combat formations like pike squares skirmish lines. Is that
by marktangotango 7y ago
I’ve often pondered the feasibility of using boids (or a boid like rule system) to implement ancient combat formations like pike squares skirmish lines. Is that what you’re doing?
- pugworthy 7y agoHere's an answer I put up on gamedev stackexchange a while back with that idea in mind -> https://gamedev.stackexchange.com/questions/166448/rts-attack-formation/167375#167375 https://gamedev.stackexchange.com/questions/166448/rts-attac...
- glouwbug 7y agoYes, though I'm not at the formation stage just yet. Boids just know how to stear organically much like Zerglings do. Boids just provide distancing at the micro level. Astar or Greedy First Best at the macro level ultimately provides the boid with a final destination, and the boids organically work together on path to their respective final destinations. Rise of Nations did it almost perfectly in the early 2000s with left box drag for selection and right box drag for retangular placement. Rome Total War upped the antics a bit with 10,000 unit scales over Rise of Nations 200 unit scales, but suffered some serious bugs. In my opinion no one except Julius Caesar can "program" so many units to properly do their bidding!