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Watch our lead developer explain how RTS pathfinding and crowd simulation work together - and why it’s one of the hardest problems in real-time strategy games. Find out how Age of Empires 4 simplifies pathfinding, where StarCraft 2’s crowd sim still struggles, and how we’re solving all of it...

74,784 Aufrufe • vor 10 Monaten •via X (Twitter)

30 Kommentare

Profilbild von Zero-K
Zero-Kvor 10 Monaten

Line move supremacy!

Profilbild von Lincoln Margison - Game Development
Lincoln Margison - Game Developmentvor 10 Monaten

The way I'd picture doing it would be to treat each NPC as a 'space' warp of a grid. So if the area was treated as an image, each NPC would basically be cutting a hole in the image and the image warps around it. Like a little blackhole. Then NPCs that are pathing just follow the simple grid as normal with conventional pathfinding, but they follow it based on the now warped version so they all walk around each other. It seems like that would combine a simple pathfind for each, and then just remap it to a more complicated version, but they wouldn't need to have direct awareness of all other units, they'd just be walking based on the warped image they all contribute to. Basically they are all moving in straight lines but through warped spacetime. I would have thought something like fluid sims are far more complex and work with more particles. So isn't this something that could be done (or helped) by the gpu?

Profilbild von Imphenzia / Stefan
Imphenzia / Stefanvor 10 Monaten

Very interesting! Even deeper tech stuff on performant pathfinding and avoidance that is networkable is always welcome (but it's understandable if you keep your gold protected! =)

Profilbild von James Sager:Father of the Smart Phone,AI,Techaform
James Sager:Father of the Smart Phone,AI,Techaformvor 10 Monaten

Will you be able to attack the early game? Main reason Starcraft2 failed is there's no rush. Secondary reason SC2 failed was gimmick units like Adept, Oracle.

Profilbild von Ahmad Alfy
Ahmad Alfyvor 10 Monaten

This is amazing thank you for the explanations

Profilbild von Big Yoni
Big Yonivor 10 Monaten

Awesome work. Rly like what this can do to the sense of scale of the game.

Profilbild von Ysidro Hartzell
Ysidro Hartzellvor 10 Monaten

Have you considered having units check a further distance away every 8 ticks or something, to keep them getting stuck? It would still be performant, since it’s not every tick. (Staggered per unit, so as to not induce lag spikes, eg. check if unitID % 8 == tickNumber % 8).

Profilbild von Bader
Badervor 10 Monaten

Amazing work I did try something similar I wish I have knowledge to do it like this though

Profilbild von Martinoz
Martinozvor 10 Monaten

Something I must watch for sure :) - let it fly through universe to get more attention 🫡🥳. I hope that this game (Zerospace) is going to be something remarkable in the future.

Profilbild von tommy
tommyvor 10 Monaten

really interesting, thank you for this!

Profilbild von Krail Carden 📟 | Android Vtuber | 🐉🍕🏆
Krail Carden 📟 | Android Vtuber | 🐉🍕🏆vor 10 Monaten

Correct me if Im wrong, but wouldnt alot of the bodyblocking issue in particular be solved by moving away from the idea that so many units need to stop moving entirely as they attack? I think it could instead be traded for movement debuffs instead with a "Hold Position" command

Profilbild von Dasani
Dasanivor 10 Monaten

Excellent video! Very cool. Gave me a ton to research

Profilbild von danialhasan
danialhasanvor 10 Monaten

cool game!

Profilbild von Boooooom
Boooooomvor 10 Monaten

Looks cool 👌

Profilbild von Tristan Rhodes
Tristan Rhodesvor 10 Monaten

This was interesting!

Profilbild von TweetingBullets
TweetingBulletsvor 10 Monaten

@Blizzard_Ent

Profilbild von Show Match Friday
Show Match Fridayvor 10 Monaten

This looks like art. Elegant.

Profilbild von Daniel Romanski
Daniel Romanskivor 10 Monaten

Not sure if this fixes the problem or is just a workaround but if some characters can’t find the correct path, they could stop by the rest of the group and just look like they were attacking but their damage gets transferred to another character that is in range.

Profilbild von thomas "noio" vandenberg
thomas "noio" vandenbergvor 10 Monaten

love this topic! got a youtube link? so i can put it on my watch list!

Profilbild von BaleenWhale
BaleenWhalevor 10 Monaten

Really cool insights! Thanks for putting this video together!

Profilbild von Mark
Markvor 10 Monaten

Now this is some great marketing content

Profilbild von QNDZY
QNDZYvor 10 Monaten

Awesome breakdown

Profilbild von Selim Anaç
Selim Anaçvor 10 Monaten

Thank you for this nice explanatory video.

Profilbild von Ricardo Luiz Diaz
Ricardo Luiz Diazvor 10 Monaten

Impressive, looking forward to it! ;;)

Profilbild von Tim Neville
Tim Nevillevor 10 Monaten

Youtube link:

Profilbild von TweetingBullets
TweetingBulletsvor 10 Monaten

Shameful starcraft ripoff

Profilbild von Old Gamer Krendar
Old Gamer Krendarvor 10 Monaten

The demo vanished :(

Profilbild von David Conner
David Connervor 10 Monaten

don't you precalculate dynamic movement paths on textures? then narrow down possibilities from there? for X*Y map, run calculations for a 1-sphere ball w/ radius R (or a square with size r*r). the fastest paths then take far less calculations. if you use mipmaps it gets better.

Profilbild von Circuit Loaf • Aleksandr
Circuit Loaf • Aleksandrvor 10 Monaten

Ok, I'm in 🔥 Awaiting insights about netcode 🙏

Profilbild von Temple Star
Temple Starvor 10 Monaten

@grok give me a list of game that can rival total war games

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