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 ...
I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
I'm developing word game similar to word mole. I'm having a hard time determining how to store temporary selected character (and in turn will changed into word). Here's the situations. Say, I have ...
What is the current state-of-the-art to network real-time strategy games? I seem to recall that a few years ago, some AAA titles only transmitted the player inputs (Starcraft 1, Age of Empires). ...
Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to ...
In Age of Mythology and some other strategy games, when you select multiple units and order them to move to some place, they make a "group" when they reach the desired location: I have a Vector ...