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How to RTS: Welcome!

Website/Blog about the things you need to know to make a modern RTS game. Welcome to How to RTS. I’ve been recently interested in RTS Games (Planetary Annihilation and Supreme Commander 2 in particular), so I plan to slowly build up an RTS engine of my own. Along the way I’ll do some posts and miniprojects explaining and showing the various things involved. I’ll be posting mini examples as runnable javascript apps to explain how things work. Check back regularly or subscribe using the Atom Feed. To provi...

http://howtorts.github.io/

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How to RTS: Welcome! | howtorts.github.io Reviews
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Website/Blog about the things you need to know to make a modern RTS game. Welcome to How to RTS. I’ve been recently interested in RTS Games (Planetary Annihilation and Supreme Commander 2 in particular), so I plan to slowly build up an RTS engine of my own. Along the way I’ll do some posts and miniprojects explaining and showing the various things involved. I’ll be posting mini examples as runnable javascript apps to explain how things work. Check back regularly or subscribe using the Atom Feed. To provi...
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2 howtorts github io
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4 tower defense essentials
5 pathfinding dijkstra
6 steering
7 and flocking
8 ai planning
9 posts so far
10 avoidance behaviours
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How to RTS: Welcome! | howtorts.github.io Reviews

https://howtorts.github.io

Website/Blog about the things you need to know to make a modern RTS game. Welcome to How to RTS. I’ve been recently interested in RTS Games (Planetary Annihilation and Supreme Commander 2 in particular), so I plan to slowly build up an RTS engine of my own. Along the way I’ll do some posts and miniprojects explaining and showing the various things involved. I’ll be posting mini examples as runnable javascript apps to explain how things work. Check back regularly or subscribe using the Atom Feed. To provi...

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howtorts.github.io howtorts.github.io
1

How to RTS: Generating a path with Dijkstra

http://howtorts.github.io/2013/12/31/generating-a-path-dijkstra.html

Website/Blog about the things you need to know to make a modern RTS game. Generating a path with Dijkstra. So we know how to get enemies to follow a path, now we change that path from being hard coded, into something that we can dynamically recalculate. First, we’ll add a list of tower positions, these don’t need anything more than a location, so we’ll just re-use the Vector2 class. And we’ll populate this with a bunch of randomly placed towers so we need to path around them:. Called to start the game.

2

How to RTS: Steering Behaviours: Flocking

http://howtorts.github.io/2014/01/03/steering-flocking.html

Website/Blog about the things you need to know to make a modern RTS game. Flocking behaviours are a subset of steering behaviours where we consider the locations of our neighbouring agents to decide our forces. They are modelled of how flocks of birds work. Again, a great reference from these is this video. Of Graham Penthenys GDC2013 presentation, or grab the slides. We are going to implement the following:. Separation - Move away from those entities we are too close too. That is not us. Cohesion calcul...

3

How to RTS: Basic Flow Fields

http://howtorts.github.io/2014/01/04/basic-flow-fields.html

Website/Blog about the things you need to know to make a modern RTS game. Finally, time to get to the good stuff :). This article will go through what Flow Fields are and show a very basic implementation of them. Everything in here was learnt from Elijah Emersons article in Game AI Pro. Graham Penthenys article also in Game AI Pro. And the Continuum Crowds. Paper which also uses the technique. So a huge thank you to all of these people for doing the hard work. The Game AI Pro. As you can see, the agents ...

4

How to RTS: Avoidance Behaviours

http://howtorts.github.io/2014/01/14/avoidance-behaviours.html

Website/Blog about the things you need to know to make a modern RTS game. Is an example of 2 groups trying to cross without trying to avoid each other. As you can see, things don’t go very well! To try improve this, I previously implemented Continuum Crowds. Which worked somewhat, certainly better than just crashing in to each other. In this article I’m going to try using basic collision avoidance (Based on Reynolds Obstacle Avoidance steering behavior. The algorithm is simple:. Do a raycast forwards fro...

5

How to RTS: Flow Fields Improvements

http://howtorts.github.io/2014/01/05/flow-field-improvements.html

Website/Blog about the things you need to know to make a modern RTS game. In the last article we did some of the basic work to get a flow field generated, but the flow field we made is far from perfect. Lets take a look at some of the issues. The 25 on the left and the 24 at the bottom right are suggesting that the agent walk through the impassable obstacle. These should probably point straight up and straight right respectively. Equal / Tie breaker. To solve this one. Diagonals (Corners of obstacles).

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