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Questions tagged [rts]

Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.

0 votes
0 answers
39 views

I am working on a 2D RTS game in Unity. One thing I want to represent is a minimap indicator that shows the camera's viewport. I got it working, but it doesn't reflect how the camera is occluded by ...
Evan Smith's user avatar
0 votes
1 answer
138 views

I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I ...
AmBeam's user avatar
  • 103
3 votes
3 answers
1k views

As a hobby project I am trying to re-create pathfinding similar to StarCraft 2 based on the presentation from GDC 2011: https://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not (Image source) The ...
tchayen's user avatar
  • 133
0 votes
0 answers
110 views

I'm doing what this thread is doing except that it's not very satisfactory. What this does is finding the "closest" attacking position. But typically you want the attacker to attack from as ...
Weikai Wu's user avatar
0 votes
1 answer
151 views

I'm trying to write a 2D RTS game with maximum of 10 players. When server finish intializing each player receives start coordinates and game start time so each client will start processing ticks ...
Mirula's user avatar
  • 1
0 votes
2 answers
258 views

I am trying to make a simple real-time strategy game (only the battle system of units fighting each other; no building, no economy, only battles and victory). I am using flow fields to make the units ...
Hao Hao's user avatar
2 votes
2 answers
6k views

This question refers to the use of enhanced input in Unreal Engine 5. Whenever I say "modifier", I refer to modifier keys such as Shift, Alt, and Ctrl (rather than the Input Modifers such as ...
Simon Fischer's user avatar
1 vote
0 answers
99 views

Some RTS games, for example games built on the Spring RTS engine, implement a visibility/detection system that checks both whether a hostile unit is within the detection range of a friendly unit, and ...
bluegreen1024's user avatar
0 votes
0 answers
34 views

Some real-time strategy games, notably Total Annihilation and Supreme Commander among others, have simulated projectiles that travel along realistic-looking parabolic arcs to reliably hit moving ...
bluegreen1024's user avatar
0 votes
1 answer
236 views

I am doing an exercise where I have to make a board game where the win condition relates to area control. I decided to make a real-time game where players have to control certain key points at the end ...
Professional social outcast's user avatar
1 vote
1 answer
259 views

I am programming a Real Time Strategy game, and I was wondering how I could retexture one part of a terrain quad to change a texture in the position where I click at. For example, if I clicked in the ...
rjhwinner03's user avatar
-1 votes
1 answer
338 views

I am trying to make a terrain editor for my Empire Earth OpenGL clone engine. Are there any articles of how to generate terrains in real time? It would be cool if it had pseudocode, even cooler if it ...
rjhwinner03's user avatar
10 votes
3 answers
3k views

I'm currently working on a 2D Age of Empires style RTS game. Here's my problem: I'm currently using the A* algorithm (via Path finding package) to move my units. When you select a "group" of ...
GauthierBee's user avatar
1 vote
2 answers
443 views

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
Jan Hohenheim's user avatar
1 vote
1 answer
101 views

I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
rafoo's user avatar
  • 173

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