Earlier quoted context omitted.
Even without any search, you can come up with a lot of problems: Will you calculate an alternative route as soon as a route gets blocked? What if it is a friendly unit? Should it move to open way? What if it's already moving? What if it's too slow? What if there are more, moving to different locations with different speeds and priorities (For example: A tank going to help defend the base vs. a resource gathering vehi…
As someone who has worked on an RTS, among other games, I think I am qualified to speak on the manner. For starters, yes there are complex problems with lots of edge cases indeed. But not one of the many problems you suggest are computationally difficult. Now there are some computationally difficult problems to deal with in an RTS but those are not among them. Additionally, a large amount of the problems you just lis…
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#151I think I understand. I still play AoEII only so I wouldn't know Assassin's Creed. My idea is that it would be complicated if you have massive amount of units. The calculation could be very expensive when most units are moving. As I said, that's just my idea because I'm not a game developer.