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goober

rts/wargames

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Does anyone have any idea how the basic structure of real-time strategy/wargames is implemented? I am focusing on managing units at the moment. IMPORTANT NOTES: -I want to know how, I don''t want an engine that someone else has written. -I use assembler(TASM 5) and no, I don''t care if you think you have a high-level language which is better! I will use assembler, end of discussion. -I don''t need any stuff about drawing graphics, I can work that out myself. -I am a beginner. (<<<<< Important point) -I know the basics of registers, memory access and the x86 instruction set. "Of all the things I''ve lost, I miss my mind the most." Goober

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Guest Anonymous Poster
-I don''t need any stuff about drawing graphics, I can work that out myself.


a REAL programmer doesnt draw graphics, dude!

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Guest Anonymous Poster
I''ve had a similar problem.
So,
1) come up with something on your own-just follow it
logically
2) look at other people''s engines, then figure out
the CONCEPTS that went into it, you don''t have
to copy something just cause you look at it,
I have downloaded thousands of lines of source
code and haven''t copied any of it

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