Basic RTS Prototype

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Roland_Yonaba
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Re: Basic RTS Prototype

Post by Roland_Yonaba »

BlackBulletIV wrote:Thanks for catching that problem guys. I've updated the library and credited you, Roland.
Do appreciate that :awesome:
BlackBulletIV wrote: By the way, your website in your signature should use HTTP not HTTPS, since the latter doesn't go anywhere.
Thanks pointing that out, fixed.
BlackBulletIV wrote: As for path finding, or, collision avoidance, that's a tricky thing. The only way I can see it being done in Lua is by checking everything unit with every other unit, which is obviously a very inefficient thing to do when you get larger numbers of units. You might be able to use a quad tree or something, but I've no idea how they work. I might have to resort to love.physics to resolve the collision between units. We'll see what happens.
That could be a solution. Well I'm not experienced that much in love.physics, hence I can't state on the possible inconveniences of doing this.
However, I do remember a couple of very inetresting lectures I found while (back in the days) I was working on it. Seems that these algorithms can be implemented, but I didn't even tried, as I found them too complex. Anyway, you may catch something from these links:
But, that's just technical jibjab. I'll suggest not to focus too much on what I am saying and keep working as you planned, as it maybe unrelated to your objectives. :crazy:

BlackBulletIV wrote: I've created a new repository which you can find here: https://github.com/BlackBulletIV/rts-prototype
I'll check the repo, once github is back, thanks.
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BlackBulletIV
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Re: Basic RTS Prototype

Post by BlackBulletIV »

No worries. :)

I gave the links you mentioned a brief look. I've decided I'm not going to tackle this problem just yet. A more important issue right now would be how to select a more efficient position for units in groups when changing formation.
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