The Tech of Planetary Annihilation: ChronoCam (2013)
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The Tech of Planetary Annihilation: ChronoCam (2013)
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#6Oh weird, this is my post from 2013. Surprised to see it here.
Re: The Tech of Planetary Annihilation: ChronoCam (2013)
#7Oh weird, this is my post from 2013. Surprised to see it here.
Hey! First I loved PA. It was such a great game. Second, I’m curious how you simulated combat. Was it simply every every server tick you updated all units or was it something smarter?
Nothing particularly clever that I can recall. But it’s been quite a few years!
Re: The Tech of Planetary Annihilation: ChronoCam (2013)
#8Oh weird, this is my post from 2013. Surprised to see it here.
" it’s an upcoming real-time strategy game that had a wildly successful kickstarter in August 2012 and just entered beta. "
And thought "WTF!!!", then scrolled up to see the date on the post...
Re: The Tech of Planetary Annihilation: ChronoCam (2013)
#9This idea of having idealised curves that get sampled at discrete points in time reminds me somewhat of Functional Reactive Programming and its predecessor, Functional Reactive Animation. Were any of the architects familiar with that world when they planned all of this out, or was it an independent discovery?
IIRC the motivating goals were:
* Client-server architecture (not p2p)
* gracefully degrade under constrained bandwidth
* replay support
The in-game replay was a by-product we simply thought was cool and novel. I’ve yet to see anything else like it!The system also served as the basis for save/load. I think if you had a full replay you could resume from any point. Pretty sure we shipped that feature, although it’s been so long I forget what shipped and what was merely an idea!
Re: The Tech of Planetary Annihilation: ChronoCam (2013)
#10Things like that coloured my view of PA. They have an interesting engine but the consensus back when it was released seemed to be that they didn't manage an engaging game. I got the impression the engine was consuming too much of their attention.