Looking for some pointers on how to achieve this:
- I'm developing a 'Total War' style game (many units, large maps, varied terrain)
- There is no overlapping/underhang terrain paths so the map coordinates can be completely 2D
- Units will need some degree of local avoidance boids flocking style grouping up to move as a mass
- Not all units path across the same terrain, eg some can or cannot cross terrain types
- Likewise not all paths are weighted equally; some are faster/slower to move on for specific units, or provide more/less defense so every individual unit may potentially have its own prefered path
As far as my own research into this has gone, flow fields seems to be the ticket, but the part I'm not sure how to reconcile is that flow-fields seem to assume all units move over the same terrain at the same speed/cost weight. If Unit X move fast on Roads and Unit Y moves fast on Mountains, I can't use the same flowfield for both, can I? What's the cost of having dozens of flow fields? Is there a better alternative?