This is a continuation of the Building a better RTS AI series from codeproject.com . I want to add an image and you can't add images on codeproject so I`m posting here.
To get a good RTS AI player the fog of war needs to be disabled for him, or in other words he needs to be able to see what his enem…
Another video, this time 1 vs 1 collision when pathfinding is required. There is a bit of overlapping there I think I should disable walking in diagonals if walking takes place near obstacles.
https://youtube.com/shorts/mQCkUjTGzJs?feature=share
Arriving safe and sound at the destination
Now th…
I`m codding again. Soon I will have a new video or at least a screenshot with the new things I made. Meanwhile I want to talk about something related to what I posted recently on my other frequently visited forum. The post was titled “Building a better RTS AI. Starting from the end”. In that post I…
My coding season is over and I still didn`t get to work on my almost one year old goal, I did made I few steps to get closer to it though. I have started to read about A Star the pathfinding algorithm again. I don`t know if I`ll end up having a working version of it written by me but reading alone …
after fixing some bugs I made another video:
Units avoiding each other - YouTube
the next task to replicate the resource collection behavior. that`s going to prove tricky I think. I need to figure out a way to represent resource collection which will be probably the unit (a cube) sp…
Starcraft and Warcraft are known for one thing at a time unit behavior. Starcraft units don`t shoot and move at the same time, it`s either one or the other. Total Annihilation units can shoot while moving (some units can even aim and fire at several targets at the same time), The TA version is more…
In my reflections when I think about how things work in a RTS I`m considering Starcraft as the main term of comparison. I`m trying to get a perspective on what `position` means to AI. When does the `location` come into play? When the AI player decides to attack another player it will send it`…
The next thing I`m doing is pathfinding. along with some obstacles that will make a map. I`m not an artist so the map items (trees, rocks etc) will be algorithmically generated. Nothing beats the hand of an artist so I will need to be generating at least half way complex geometry to make up. …
I`m making my GUI without helper libraries. I`m not using a mouse, it`s all keyboard driven. It`s a editor not game GUI.
I keep wandering what makes a GUi balanced. How many items are enough to be displayed in a given context i.e how do you know for example when to switch from a standard…
Since I haven`t made mention of it, I think it should be noticed that I`m also working on a sci fi RTS. It will get its own blog thread as soon as there will be stuff worth showcasing ( a minimum amount of onscreen interaction within the game). I`m calling the game Nanostorm2 after an older p…
From where I am now I can`t state the precise recipy (formula) of our dish but ray tracing will be an ingredient. I know real-time games and ray-tracing don`t match but we are not going the traditional path. And even if ray tracing doesn`t make it in the game executable it will find it`…