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by PotatoEngineer
4932 days ago
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The trouble with dynamic terrain--and especially walls--is that it's hard to place a cost on destroying walls to get to where you want to get. A* is simple enough, but adding tactical considerations to it is much harder. It's a balance of "I will have a harder time hitting the opponent" vs. "I get to do damage right now, before my opponent gets to do any more tricksy maneuvering." C&C was particularly terrible with walls; if there was any path at all, it wouldn't destroy walls, which made it easy to ambush. |
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TL;DR: Path recalculation has been around since Starcraft I. EDIT: And probably before that