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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8
votes
3answers
850 views

How to handle RTS Click-And-Move in 3D Space?

How can I handle the click-and-move in a complete 3D space? It is easy to handle on a 2D plane by a simple raycast, but this is not the case in 3D since there is no end-plane for a raycast to get an ...
3
votes
1answer
87 views

Correct order of entity updates and collision detection

I'm trying to simulate a number of units walking in a single file. My update loop looks like this: for each unit: n = compute next position if n is empty then move to n If I start the loop ...
3
votes
1answer
117 views

2D Map Editor Tiles Palette - Best suited Java Elements to use?

I'm making a 2D RTS Map Editor and here came the moment to make a Palette which is just a popup frame showing tiles to be clicked on and then applied on the map. I'm wondering which Java Elements to ...
1
vote
1answer
135 views

Scene Graph: Does anybody have a real world example?

I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc. All I can find are ...
10
votes
4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
2
votes
1answer
136 views

How should I implement a timer in a strategy game?

I'm developing a real strategy game for Android and want to implement timers. Those timers will represent the time remaining until some building is finished. Say that i have a building in ...
0
votes
0answers
90 views

Unity3d NetworkServer.SpawnWithClientAuthority

How do I spawn a gameObject with client authority from outside of the main client? I'm trying to make this function: http://hastebin.com/bobezisexa.avrasm But it keeps saying "trying to spawn ...
-2
votes
3answers
803 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 ...
16
votes
2answers
2k views

RTS game unit structure

I want a way to make a lot of different units without having to program stuff like moveTo and Attack actions more than once The way I see it, there are 2 ways I can do this. A single generic Unit ...
1
vote
1answer
44 views

Efficient movement of units to different points with different speeds

I have a series of units and have been given 2d points that they must go to. However they are free to go to what point they like as long as all the units get to all the points in the quickest time ...
5
votes
2answers
306 views

RTS: Unit sight in fog of war

I am making an RTS game, and like most RTSs, you can see what's going on in a part of a map only if you have a unit over there. I have few ideas how to accomplish this, but there are problems with ...
0
votes
2answers
381 views

Building placement in tilemaps (pattern matching)

I'm building a small RTS and in my code I've given my buildings a pattern, much like you would pieces in tetris, i.e. I want to place irregularly-shaped buildings on a map without overlaps. The map ...
12
votes
2answers
4k views

How do I implement group formations in a 3D RTS?

I managed to get pathfinding work for a single unit, and I managed to avoid agent-agent collision, but now I need to be able to send a group of agents to some location. This is my set-up so far: ...
5
votes
1answer
314 views

AI pathfinding in mostly-free space

I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
1
vote
1answer
38 views

Detecting Groups for Formations

In Starcraft 2, unit formations are created when a "group" is generated from a command. Generally, the rules for a group are: All units in the group are in the same spatial "clump". All units in the ...
1
vote
1answer
180 views

Pathfinding with differently-sized objects on tile map [duplicate]

It's my first RTS game and I'm having trouble finding out how to make infantry take less space than tanks. Right now I have 1 tank and 1 infantry type ready with sprites, pathfinding, selection and ...
1
vote
0answers
76 views

Efficient Collision detection for polygons (fleet) in an RTS

I'm trying to make an RTS for android using libgdx. I would like to have collision detection to be able to detect ships inside the range of weapons and collision between my bullets and the ships. So ...
4
votes
3answers
555 views

Does a basic game engine prototyping tool exist, for common game types?

There are a lot of classic game engines out there (Real Time Strategy, Turn Based, etc), of which you can find countless variations. All of them have a basic starting point which involves units, ...
6
votes
1answer
328 views

What is the difference between Djikstra and flow fields?

I understand flow field pathfinding (as illustrated in recent Gas Powered Games titles) consists of 1) computing a vector field covering the map for a given destination, 2) deriving unit directions ...
2
votes
2answers
3k 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 ...
11
votes
4answers
1k views

How is RTS Local Avoidance Done?

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
11
votes
3answers
2k views

How should I implement units' enemy “awareness”?

I'm using Unity3d to develop a RTS/TD hybrid prototype game. What is the best approach for "awareness" between units and their enemies? Is it sane to have every unit check the distance to every enemy ...
2
votes
1answer
264 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 ...
4
votes
3answers
393 views

Object-oriented Ability System?

For my RTS game's ability system, I need an efficient ability system where each ability is its own class that implements certain functions from an inherited abstract base class, Ability. Every ability ...
1
vote
1answer
196 views

Collision, triggering, and range detection in an RTS. What are the optimal solutions for unit spatial awareness?

I've finally ran into the problem of multiple triggers and collisions within my 2D RTS. Up till now I've been using unities sphere colliders as a way of simulating spatial awareness. To trigger when ...
-1
votes
1answer
78 views

How do I calculate force from collision between 2 rigidbodies in 2D?

I have a physics engine based on the Game Physics Engine Development by Ian Millington. In chapter 7.1.1, it provides the formula: V = (pA.Velocity - pB.Velocity) * (pA - pB).normalized where V is ...
0
votes
2answers
252 views

Efficient UI for RTS units

I was wondering how I should approach the runtime changes on the game UI when selecting different types of units in a RTS. For example, in Starcraft, each unit type has its own portrait, attributes, ...
0
votes
1answer
371 views

Rotate Object Towards Direction in 2D

For my RTS game's physics engine, I'm trying to find out a clever way to make a unit face the direction it's moving in. Given a Vector2d direction of movement (its normalized velocity), how can I ...
4
votes
2answers
502 views

How do I efficiently send RTS unit selections over the network?

I have a multiplayer RTS game with every unit assigned an ID. How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...
5
votes
2answers
1k views

RTS Movement + Navigation + Destination

I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its ...
-1
votes
1answer
208 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 ...
2
votes
2answers
2k views

How to synchronize damage with attack animation in a RTS game?

I have been working on a RTS game in unity and did damage deal through code and a timer but it does not fit with the animations quet well. The damage is dealt in the beginning of the animation and ...
8
votes
1answer
2k views

Pathfinding: Tile-Based Navigation Mesh

I'm developing a real time, tile-based RTS. This is an example map: This map consists of 4 regions with 256 tiles each. Blue tiles represent obstacles. Units can move in the standard eight ...
3
votes
1answer
263 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? ...
0
votes
1answer
215 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 ...
2
votes
1answer
159 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
votes
1answer
559 views

In-Depth Lockstep Explanation

I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every client,...
4
votes
1answer
388 views

How can I draw a “vision cone” (targetting element) into the game world?

I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area ...
2
votes
3answers
997 views

Is there a library or a framework that handles networking in an RTS? [closed]

I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game ...
0
votes
1answer
215 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
2answers
253 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 ...
7
votes
2answers
2k views

Fully dynamic KD-Tree vs. Quadtree?

Working on my game, I'm at the point where I need to track all of the units in the world so that I can do nearest-neighbor checks for combat. This is an RTS-like game, with potentially thousands of ...
4
votes
1answer
168 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
0
votes
2answers
76 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 ...
1
vote
2answers
162 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 (...
6
votes
1answer
1k views

What are some good methods of implementing RTS-style Box selection?

I'm scouting around for different methods of implementing a typical RTS box selection. This is for 3D game - so I'm looking for methods for finding units within selection box in 3D world. Here is a ...
2
votes
1answer
363 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. ...
0
votes
1answer
218 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 ...
1
vote
0answers
38 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 ...
0
votes
2answers
10k 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 ...