How can I implement proper movement for enemies in my RTS tower defense game?

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  • BoidsSimulation

  • Have a look at boids (31 seconds into my video https://www.youtube.com/watch?v=9NHkaP4UiE8&t=2s&ab_channel=BOCDev). I have a boids java project that is the simplest case freely available (https://github.com/Qualia91/BoidsSimulation) you could take a look at (which can be implemented as 2 dimensions or 3 dimensions depending on the input vectors), but the website http://www.kfish.org/boids/pseudocode.html explains it nicely. Basically though, enemies in a group will fly together (to a goal if set) dependant of 3 function outcomes:

  • MixAndJam2020

    Mix and jam 2020 game jam project I've made open source to help others develop games in Godot

  • I made a tower defence/top down shooter (play for free https://boc-dev.itch.io/tine-2-zombies-tower-defence) for a game jam this year which did this. Source code for it is freely available (https://github.com/Qualia91/MixAndJam2020). The enemies use the moveandslide function in compliment to the velocity calculated via moving to the next point in the nav map (as you probably already have). If all enemies are physics bodies, they will follow the path, but collide with all other physics body's (walls, players, other enemies).

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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