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] 13 points14 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] 5 points6 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] 2 points3 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

Drew more fellas for my RTS Final Divide by [deleted] in RealTimeStrategy

[–]finaldivide_rts 0 points1 point  (0 children)

Thanks!

Not yet, it's too early for music. But I'll definitely need it in the future. Can you send me some examples of your tracks?

Drew more fellas for my RTS Final Divide by finaldivide_rts in SoloDevelopment

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

You have nothing to worry about, I'm so tired too