Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)
- by Valmond
Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding?
I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end".
If I recall correctly, the algorithm could be something like this:
A) Move towards enemy…