Hi Faatal. Loving your work so far and really enjoy reading about the updates you are doing (regardless of whether I understand them or not).
I just wanted to comment and ask: currently the 'grid' the zombies follow to get to you (using A* pathfinding, if I'm not mistaken?) is very obvious as quite often the zombies don't hone directly in on you, but in a path heading towards the side of you and then turn. The grid doesn't seem to change, either, as I've noticed most zombies doing the same thing. Am I right that it's simply orientated North/South?
The grid has to be drawn each time the pathfinding calculation starts, right? So is there any relatively simple way to rotate the grid so it is aligned parallel to you and the zombie? This should normally reduce the amount of squares within the calculation as well, so I'd think it would be more CPU efficient to do it this way.
And if multiple zombies, instead of calculating a grid for each of them, if there is a group of zombies they can follow the same grid or the grid align somewhere between them.
Better still, if the event is happening outside and the grid does a quick scan for objects, most of the time there would be only about 10 or so. So does the grid even need to be calculated in those situations? Just make a path either directly to you or, if the zombie does happen to be the other side of an object, the direct line can be one voxel to either side and then straight to you.
Sounds pretty cheap on calculations to me, but I'm definitely no expert.
Any merit to my train of thought?