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RTS game overview chart

Scheduled Pinned Locked Moved C / C++ / MFC
game-devalgorithmshelpquestion
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  • C Offline
    C Offline
    Calin Negru
    wrote on last edited by
    #1

    I’m building a chart for my game I’m hoping it will help me understand various parts of the game and how they interact. Please forgive my newbish approach. Could you please take a look and tell what you think? Raw collision detection->Optimised collision detection->Collision Detection events Raw line of sight check->Optimised line of sight check->Los events CD and Los events->Units ->Response Factory algorithm-> spawn units

    A L 2 Replies Last reply
    0
    • C Calin Negru

      I’m building a chart for my game I’m hoping it will help me understand various parts of the game and how they interact. Please forgive my newbish approach. Could you please take a look and tell what you think? Raw collision detection->Optimised collision detection->Collision Detection events Raw line of sight check->Optimised line of sight check->Los events CD and Los events->Units ->Response Factory algorithm-> spawn units

      A Offline
      A Offline
      Andre Oosthuizen
      wrote on last edited by
      #2

      You will have to be more specific on what you would like checked, be specific on methods, show some code etc.

      C 1 Reply Last reply
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      • A Andre Oosthuizen

        You will have to be more specific on what you would like checked, be specific on methods, show some code etc.

        C Offline
        C Offline
        Calin Negru
        wrote on last edited by
        #3

        Ok. The variety of game objects in a strategy game is substantial. You have not only units and buildings but also projectiles, projectile explosions or impact representations etc. The question is do they all get the same treatment? I know they can’t be treated exactly the same all the way trough but I mean do they have an Update() function which is being called each frame? The only thing that has graphics changing and isn’t a game object is water animation, that must be the only item that should be treated differently, other than that it seems like everything should, on a shallow level, look the same, be in the same place and get modified using the same approach.

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        • C Calin Negru

          I’m building a chart for my game I’m hoping it will help me understand various parts of the game and how they interact. Please forgive my newbish approach. Could you please take a look and tell what you think? Raw collision detection->Optimised collision detection->Collision Detection events Raw line of sight check->Optimised line of sight check->Los events CD and Los events->Units ->Response Factory algorithm-> spawn units

          L Offline
          L Offline
          Lost User
          wrote on last edited by
          #4

          You can't collide until something is moving. You can't move until you've "spawned". Line of sight is useless until you're "targeting" (firing or traveling to a destination). Things have a (natural) order. You're focusing on details without a bigger picture.

          "Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I

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          • C Calin Negru

            Ok. The variety of game objects in a strategy game is substantial. You have not only units and buildings but also projectiles, projectile explosions or impact representations etc. The question is do they all get the same treatment? I know they can’t be treated exactly the same all the way trough but I mean do they have an Update() function which is being called each frame? The only thing that has graphics changing and isn’t a game object is water animation, that must be the only item that should be treated differently, other than that it seems like everything should, on a shallow level, look the same, be in the same place and get modified using the same approach.

            A Offline
            A Offline
            Andre Oosthuizen
            wrote on last edited by
            #5

            This is very broad, you need to break this down into way smaller chunks, design modules for each part i.e. building and line of sight, pathways and obstacles etc. etc. Maybe follow the following link on where to start - WHERE TO START IN GAME DEVELOPMENT[^]

            Quote:

            Many developers love games and want to build games. But game development is a vast ocean. There are so many aspects to developing a game that it's hard to understand where a game developer should even start. One way to start building a game is by choosing how you will build it. Regardless of whether you're an indie developer or an established game development studio, there are 3 ways you can build a game.

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