A though about path system and "GodMode"

So something like dynamic path node generation over all passable areas and letting the guests/agents choose the best path based on their current and desired location...

So if node is a concrete path it'd have a value of 1, if it was an inclined path a cost of 2, ground 5.
Something to that effect and using an PT algorithm to determine the agents ideal path from X to Y... be it our lovely concrete garden or the raw muddy dirt. So guest movement is organic instead of that limited thing we are used to.

I don't know squat about queues though but I seriously hope that some of the guests 'cut' the line.
 
Top Bottom