Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.

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1answer
88 views

RTS Lockstep: How to deal with high latency and packet drops?

In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
2
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1answer
159 views

How can I manage the deceleration of units so that they arrive on-target?

When I first started trying to set up my air units' movement in my RTS game, I thought it was going to be easy with simple Euler method linear acceleration. This was far from the case as the ship ...
2
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1answer
74 views

How to implement user friendly screen panning on 3D HTML canvas for RTS game

How can I get RTS map panning like how it was done in C&C red alert (with the mouse at the edge of the screen moves the screen in that direction) with a Babylon.js RTS game in the html canvas? ...
2
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1answer
403 views

UDK Fixed AIController / Pawn Height

[I already asked this question on the UDK forums, without much success though.] I'm using a class derived from AIController to control my pawn in RTS-style. My problem is that the pawn does not have ...
2
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1answer
195 views

Online RTS Game Architecture for Mobiles [closed]

We came up with an idea for a real-time strategy game for mobile devices that can play with other players over a network. I'm trying to plan out the architecture/protocol required for such as system. ...
1
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1answer
193 views

Who should respond to collision: Unit or projectile?

In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For ...
1
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1answer
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
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2answers
853 views

RTS game engine for iOS/iPhone

Anyone know any free or non-free RTS engine that can be used for iOS game development?
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2answers
374 views

Deterministic Multiplayer RTS game questions?

I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, ...
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2answers
243 views

Communicating between simulation and rendering in RTS

I've been creating an RTS game, and I'm a little unsure about how to deal with the above. Right now, I wish to control which units are visible to which players, and I've run into a little problem. ...
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2answers
97 views

Command Interface design for RTS

Commands may have different target type; like NONE, COORD, UNIT. Some example commands may be: Attack (target UNIT), Move (target COORD), AttackMove (target COORD), Stop (target NONE), UseAbility ...
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0answers
102 views

What pattern(s) are used for networked strategy games (real time/turn based) [closed]

I have always been baffled by how real time strategy games handle animation and game state updates. I would imagine update loops for these games look something like this: get input. update current ...
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0answers
31 views

Any tips on developing an RTS unit movement collision? [duplicate]

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
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0answers
268 views

Why are there no sophisticated construction animations in RTS games in general? [closed]

I want to code a small demo to test what degree of detail regarding animations, is possible in modern RTS/building games and which of them have the largest impact on the playing experience. Similar to ...
0
votes
3answers
2k views

For making an online multiplayer browser-based game, what tech would be more efficient to use? [closed]

I asked a partial question on stackoverflow, and then realized that this would be the place to get a better answer because this is the game dev website, and you all may know more than the programmers ...
0
votes
3answers
463 views

Help me choose an engine [closed]

So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay ...
0
votes
1answer
114 views

How crucial is 3D terrain in a classic RTS game? [closed]

My love of RTS games is from the days of Warcraft II, C&C, etc, when top-down/isometric views were king and terrain was generally tiled and flat. More modern games - as CPU/GPU power increased - ...
0
votes
1answer
256 views

game maker stop overlapping buildings

I'm trying to make a game with real time strategy elements, where you can build several different buildings. The problem is that I can't seem to make the buildings stop overlapping. That is too say, ...
0
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2answers
120 views

Efficient fog-of-war visibility searching

Every game I look into that uses fog of war tends to have the AI ignore fog of war completely. I'm starting to see why. I have a RTS game I'm working on, with lots of units moving around. All units ...
0
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2answers
68 views

Can the different computation power in a multi-player game affect each player's performance?

In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...
0
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2answers
6k views

How to add isometric (rts-alike) perspective and scolling in unity?

I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective ...
0
votes
1answer
387 views

Creating movement path displays in a top-down 2d RTS

My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list ...
0
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1answer
136 views

unity rts on mobile : how can units find each other as simple as possible

Situation: I have a grid of 100 by 100 tiles. each tile has a list of units that are currently standing ontop of it. in this grid 500 units of team 1 and 500 units of team 2 are randomly walking ...
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3answers
434 views

XNA RTS A* pathfinding issues

I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on ...
0
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0answers
121 views

In a browser based MMO RTS… Art? [duplicate]

Possible Duplicate: How do I find artists to work on my game? I'm a little confused about how to go about this: I plan on developing an MMO RTS with some friends, but nothing is certain ...
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2answers
2k views

How much server bandwidth does an average RTS game require per month? [closed]

My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly ...
-1
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1answer
41 views

How to estimate number or packets required to sent per second in a multiplayer lockstep RTS game?

Considered a typical lockstep implementation, what's a solid rate to send packets at for UDP protocol that games can start with in the beginning? If anyone has experience in this field, I'd like to ...
-1
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1answer
41 views

TCP For RTS Game?

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
-1
votes
2answers
418 views

XNA moving towards 3D point, RTS style

I looked around to see if this question had already been asked- maybe it has, maybe it hasn't, I don't know. I'm trying to make a 3D RTS game. Right now we're trying to get the basics on the table. ...
-1
votes
1answer
254 views

Building placement in tilemaps (pattern matching)

I'm building a small rts and in my code I have given my buildings a pattern, much like you would pieces in tetris. In other words I want to place irregular shaped buildings on a map without buildings ...
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votes
3answers
398 views

Technologies and languages for Browser RTS game [closed]

I am trying to develop a multiplayer rts game. My question here is: which language is best suited for the server side of that game? My very first choices wolud be lower level languages, such as C++ or ...
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votes
2answers
520 views

RTS game unit damage & defense calculation [closed]

How can I model armies attacking each other in an RTS? I know how I would do it if it is an RPG game. Character has few stats that affect damage/defense and then compare it with enemy character and ...
-3
votes
1answer
627 views

Real-Time-Strategy control structures/achitecture [closed]

I am looking at building a real time strategy game (of at least the framework for one) in Unity, and was wondering what control structures and/or architecture I should focus on using. current ...
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votes
1answer
193 views

Generic Class Name for RTS [closed]

Hopefully this will be a nice easy question :- I am building an RTS as a way of learning OOP techniques. Currently the code has the following classes Class MustInherit GameUnit Class MustInherit ...