Hello everyone,
first post :)
Maybe you guys can use an algorithm that senses a certain mass of trees on the surface and creates a bounding box or bounding area around the mass of trees or a forest. I suspect, you are creating forests from serveral triangles and place tree objects scattered inside the triangle area on the ground geometry.
Wouldn't it be possible to create a collision object using the triangles? The collision area would be smaller so that units would not bounce off directly at the boundary of the forest but a bit inside.
For the AI you could use these areas so that they would avoid them.
Also it would be possible to say that at least the AI would move at 1/3 th speed they do on open ground. If you are steering a vehicle as a player, you would experience the same speed change and possible avoid these areas as the pose a thread to your tactical movement.
Also, creating tree objects with collision for the player actually could be possible and not as difficuilt as creating collidable trees for any entity in the game.
The collidable tree objects would be created in a certain circle around the player object. AI, that acts as a unit connected to the player unit, would try to follow in formation but only travel at 1/3 the speed thay would on open ground. If the player does small fast movements to not to collide with tree objects the AI would follow that movement smoothed by filters.
What do you think?