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Re: Space Based Game using 3DGS. [Re: ChrisKing] #215357
07/10/08 17:52
07/10/08 17:52
Joined: May 2008
Posts: 301
Oxy Offline
Senior Member
Oxy  Offline
Senior Member

Joined: May 2008
Posts: 301
The wasteland code seems to be online still:

http://www.wasteland.at/WL_scripts.zip

Beeing an RTS that you want to develop, it is really programming intensive.
Its less a problem of writing nifty or freaky code, but to understand the architechture.

Best is to put the computer aside and use a pen and paper first.

Try for example to define a number of units by their most important properties:

x,y,(z) position
a unique id number
x,y,(z) od the target-unit (to attack) or position
a type number (solar sattelite, hunter, battcruiser etc)
the health (0-100)
the shield (0-150)
the attackpower

etc...


now define a "cycle", that calculates a certain time
in your world (an RTS is basically a very fast roundbased system)

now ask yourself:

-what happens during each of these little "rounds"
-how do the units get commands from you as player or the AI
-in what states can they be (waiting/ moving to x,y /figting / collecting a ressource)
-what will (beeing in a specific state) happen, if this or that happens.
(-> this is a statemachine to be excact)

If you know how to calculate such a "round", then you
know how to calculate several following rounds.

Giving commands (mouse, keyboard) and showing the action on
screen (entities, effects, soundeffects, levelarchitecture)
then is just standart 3dgs knowlegde that many can help you on...

And another good suggestion:
Do NOT! use any c_move, scan or usual collidiondetection
function. Try to programm them on your own. After a while you
will understand why.

Last edited by Oxy; 07/10/08 18:07.
Re: Space Based Game using 3DGS. [Re: Fenriswolf] #215566
07/12/08 02:39
07/12/08 02:39
Joined: Jan 2006
Posts: 5
Washington State
ChrisKing Offline OP
Newbie
ChrisKing  Offline OP
Newbie

Joined: Jan 2006
Posts: 5
Washington State
I have begun to read "Programming Game AI by Example" and it does appear to be both useful and understandable. Thanks Fenriswolf. You had me going for a minute when I thought you were saying that the code for 2662 was available as a workshop in AUM no. 67. I was quite excited for the few moments it took to download the issue and find out I was wrong grin Good looking game though, I wish the template to that baby was available for review.

Again thank you for the good advice Oxy. I will continue to try to learn more about programming the best that I am able. It seems to me to be a painfully slow process. Since there appears to be no code available in the 3DGS community to produce RTS games at the moment I hope to find a programmer with similar goals who is interested in working on this project.

I will continue to look for more efficient ways to produce a RTS game using 3DGS (other than having to learn how to program in C++ like an expert from scratch) and will post any tools I find for others to use to increase efficiency. Anyone with any ideas on how to work more efficiently in the production of RTS games using 3DGS please send me a PM or post and let others read about it..

Re: Space Based Game using 3DGS. [Re: ChrisKing] #215750
07/13/08 09:32
07/13/08 09:32
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
Serious User
jigalypuff  Offline
Serious User

Joined: Nov 2005
Posts: 1,007


Why does everyone like dolphins? Never trust a species which smiles all the time!
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