
The downside to using cells as the skeleton for a navgraph is that the
search spaces can quickly become extremely large. Even a modest 100 x
100 cell map will need a graph made up of up to 10,000 nodes and 78,000
(or so) edges. Given that RTS games usually have dozens or even hundreds
of AI units active at any one time, with many of them requesting graph
searches each update step, that’s a hell of a lot of number crunching to be
done, not to mention the related memory cost. Fortunately there are a num
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ber of methods available to ease the burden, which we’ll be taking a look at
later in the chapter.
Points of Visibility
A points of visibility (POV) navigation ...