I’ve been trying for months now various methods to make a standard runtime road tool for a square grid (like those in Caesar3, Pharaoh, Zeus & Anno series) - nothing fancy.
So far, I’ve made an A* BP-based path system, but no matter what I populate its arrays with (ints, 2Dvectors, DataOnlyActors) the algorithm is sluggish and kills performance. Too many iterations I guess. Besides, trying to make a city-building game means large grids (10K+large - and that’s for a medium-sized map). Here, I also have a performance problem…
Am I missing something? Are there any marketplace/3rd party tools for efficient large grids and/or runtime road tools?
What I’ve picked up so far is that BP is the main problem. Regarding this, do you think that C++ code running the same Grid+Alg. would perform THAT much better? Is it BPs or something else? Am I doing something wrong? How are those damned road tools and huge grids coded in games from the 90s?
I have absolutely no knowledge on C++ or any other programming language, I’m only decent with BPs.