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Comment by MintPaw

I feel like making this multithreaded is a bit overkill. Or at least it should have presented a situation with many more units.

I made an RTS in C++ a while ago and was able to build paths for many units per frame on a fairly large map. And even if I couldn't, there's many optimizations I would have considered before threading, like only building a partial path based on portals. Or building a "bad" path and simplifying it on future frames.

Here's a great A* references with a bunch of helpful tricks: http://theory.stanford.edu/~amitp/GameProgramming/

parent MintPaw 3 years ago

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