Website/Blog about the things you need to know to make a modern RTS game
I’ve been recently interested in RTS Games (Planetary Annihilation and Supreme Commander 2 in particular), so I plan to slowly build up an RTS engine of my own. Along the way I’ll do some posts and miniprojects explaining and showing the various things involved.
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This is a rough list around what I plan on developing and writing up.
When you have multiple units, rather than rendering one circle for each of their weapon ranges, it looks nicer to draw the outline of all of the ranges instead
We add Line of Sight calculations to our Flow Field to improve accuracy near the destination
Lets try not crash in to each other
Seeing how well continuum crowds works for RTS games
Heaps of articles, videos on Pathing and some observations on Planetary Annihilation Pathing
We add Box2D Physics to our simulation to make it more like a real game
Lets improve our Flow Field so we get some more efficient movement
Today we learn about the awesome pathing technique used by Supreme Commander 2 and Planetary Annihilation
Getting our agents to move as a group
To provide more realistic behaviour we'll look at driving our creeps around the grid
Rather than specifying a path, we'll use Dijkstras algorithm to work out the most efficient path
How to get enemies to follow a fixed path
Introductions and history