As new features are introduced and the game starts to require more computing power, the CPU-based rendering of Windows Forms starts to be an issue.
As I implement and plan out new features for Praedium, so does the engine need to grow along with it. Today I'm going to highlight some of the upgrades I recently made to the engine.
Advanced Pathfinding [Part 1]
Whenever we are faced with environment where many actors are finding paths, we often find cases, where simple algorithms need to be altered. This is especially desired in any RTS type of game. In this post, we will start exploring some of the options, to make our pathfinding algorithms better suited for multiple actor environments.
After implementing character selection via mouse, now it's time to introduce some pathfinding to move them.