Pathfinding is not the main topic of this research, but it is necessary for the sake of it, so we will be using a tile-based greedy algorithm well-known called A*. We need a way to get a path from A to B, and here we encounter another topic, Pathfinding. Now, if we give the order to move from position A to position B to all the units in our group. So let us keep with the keypoint here: How do we keep units organised, in a structured way? Movement There are so many things going on in the interactions between the units and the world and between the units themselves, that we could make a long list of questions of this type. How do we handle this group, how do we keep them together, move them apart each other when colliding, while maintaining a structured formation? My my, what a bunch of questions. Will each unit follow its own path towards the destination? But if they do so, they won’t be behaving as if they were a group, so we need to keep them together while advancing, right? So, what if we give the order to move from position A to position B to all the units in our group. We are dealing with a group of units, Unit A has to follow the orders received while dealing with those orders its colleagues are receiving, at the same time! When we have to deal with more than one unit things get quite complicated, it is no longer a matter of Unit A following the orders we give it. We are speaking about two big things here… Wow, such a generic definition, don’t you think? Let us expand it a bit. Group Movement: Moving multiple units at the same time through complex terrain, while taking into account the relationships between the units that are part of the group. Welcome! I understand you are interested in this topic, one of the cores of the RTS genre! This content is generated for the second year’s subject Project 2, under supervision of lecturer (Bachelor’s Degree in Video Games by UPC at CITM).
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