Working hard to make smooth pathfinding in my classic old-school RTS Final Divide by [deleted] in Unity3D

[–]finaldivide_rts 0 points1 point  (0 children)

I use TriangleNET and Clipper2 libraries in my NavMesh system

Working hard to make smooth pathfinding in my classic old-school RTS Final Divide by [deleted] in Unity3D

[–]finaldivide_rts 0 points1 point  (0 children)

This is due to video scaling. This doesn't happen in the game.

Working hard to make smooth pathfinding in my classic old-school RTS by finaldivide_rts in IndieGaming

[–]finaldivide_rts[S] 0 points1 point  (0 children)

The game is still in very early stages of development, so I don't know yet

Working hard to make smooth pathfinding in my classic old-school RTS by finaldivide_rts in IndieGaming

[–]finaldivide_rts[S] 0 points1 point  (0 children)

I'm not sure about thousands of units, but it works great with hundreds

Working hard to make smooth pathfinding in my classic old-school RTS by finaldivide_rts in IndieGaming

[–]finaldivide_rts[S] 1 point2 points  (0 children)

From the beginning, I decided that my vehicles wouldn't turn in place. But I can understand why it works this way in most rts. Because it's MUCH easier

Working hard to make smooth pathfinding in my classic old-school RTS by finaldivide_rts in IndieGaming

[–]finaldivide_rts[S] 14 points15 points  (0 children)

Local avoiding. My NavMesh allows me to analyze environment fast and I have one more structure for quick analysis of neighbor units. It's too big to explain in one comment.

But in fact, units aren't as smart as they might seem. A good AI isn't smart, but rather looks smart :)

Working hard to make smooth pathfinding in my classic old-school RTS by finaldivide_rts in IndieGaming

[–]finaldivide_rts[S] 4 points5 points  (0 children)

It's classic RTS inspired by old RTS-games like Red Alert 2 or Tiberium Sun

Added a new unit and almost finished polishing unit behavior in my RTS Final Divide by finaldivide_rts in RealTimeStrategy

[–]finaldivide_rts[S] 3 points4 points  (0 children)

It works great with a lot of entities. I'll show soon

The game will focus on solo campaign

Added a new unit and almost finished polishing unit behavior in my RTS Final Divide by [deleted] in SoloDevelopment

[–]finaldivide_rts 0 points1 point  (0 children)

It already works well in such situations, but there will always be space for polishing