RTS Collision Detection

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Hi! I am working on a 3D RTS. Its not much right now. I have a moving camera and selectable units. I just started to work on a collision detecton system. I would like to now what kind of collision detection algorithms are used in commercial RTS games ( Age of Mithology, Warcraft, Total Anihilation ). If you are familiar with this topic I would appreciate your input. Thanks.

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A quick google search will give you thousands of results for collision detection. There are also quite a few articles on CD on GameDev.

Articles -> Game Programming -> Collision Detection

I couldn't tell you about what techniques the games you mentioned use, since i don't know, but all 3D space collisions are handled in similar ways.

Yuo might also want to do a bit of research into bounding volumes. I recommend this link to get you started:

http://www.toymaker.info/Games/html/collisions.html

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I have read the CD tutorials on GameDev and also a lot of tutorials on other web pages.
The problem is that these tutorials usualy aproach the CD issue from a FPS perspective. This makes it difficult to understand what CD system would fit best a RTS game.
I found the page pointed by you really helpful, if brought some light.
Thanks!

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Well, in Warcraft 3 they use numbers to represent different tiles. (I.E. 1 for walkable, 2 for non-walkable, 3 for water, 4 for ??????, etc.)

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I used OPCODE for my collision detection:

http://www.codercorner.com/Opcode.htm

Should work okay for your RTS game.

Mr. Creamy

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Mr. Creamy do you know where I can find some user documentation for OPCODE?

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Hi Calin, just tried this link for the user guide and it seemed to work:

http://www.codercorner.com/OpcodeUserManual.pdf

Mr. Creamy

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Its working for me too now. Thanks.

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