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#ActualAurioch

Posted 14 May 2013 - 10:11 AM

I indeed completely missed the point of partial pathfinding, thanks for pointing that out >.<

 

Also, thanks for advices, I'll keep em in mind for future projects; unfortunately, I'm not working on RTS (far too complicated project for me right now) but on something far simpler. I'll try to figure something out; maybe I could look again at the original game (Namco's Battle City)...

 

Or maybe I'm overcomplicating things, which wouldn't suprise me.

 

About your examples, thanks for reminding me of "stupidity" of Dragoons from StarCraft XD

 

EDIT: While we're talking about RTS games, how does pathfinding know when to stop moving units if destination is unavaiable? For example, units in StarCraft will try to get to the target until you stop them while in other RTS they'll come as close as they can to target and then stop.


#1Aurioch

Posted 14 May 2013 - 10:00 AM

I indeed completely missed the point of partial pathfinding, thanks for pointing that out >.<

 

Also, thanks for advices, I'll keep em in mind for future projects; unfortunately, I'm not working on RTS (far too complicated project for me right now) but on something far simpler. I'll try to figure something out; maybe I could look again at the original game (Namco's Battle City)...

 

Or maybe I'm overcomplicating things, which wouldn't suprise me.

 

About your examples, thanks for reminding me of "stupidity" of Dragoons from StarCraft XD


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