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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 views • 10 months ago •via X (Twitter)

30 Comments

Zero-K's profile picture
Zero-K10 months ago

Line move supremacy!

Lincoln Margison - Game Development's profile picture
Lincoln Margison - Game Development10 months ago

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?

Imphenzia / Stefan's profile picture
Imphenzia / Stefan10 months ago

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! =)

James Sager:Father of the Smart Phone,AI,Techaform's profile picture
James Sager:Father of the Smart Phone,AI,Techaform10 months ago

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.

Ahmad Alfy's profile picture
Ahmad Alfy10 months ago

This is amazing thank you for the explanations

Big Yoni's profile picture
Big Yoni10 months ago

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

Ysidro Hartzell's profile picture
Ysidro Hartzell10 months ago

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).

Bader's profile picture
Bader10 months ago

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

Martinoz's profile picture
Martinoz10 months ago

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.

tommy's profile picture
tommy10 months ago

really interesting, thank you for this!

Krail Carden 📟 | Android Vtuber | 🐉🍕🏆's profile picture
Krail Carden 📟 | Android Vtuber | 🐉🍕🏆10 months ago

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

Dasani's profile picture
Dasani10 months ago

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

danialhasan's profile picture
danialhasan10 months ago

cool game!

Boooooom's profile picture
Boooooom10 months ago

Looks cool 👌

Tristan Rhodes's profile picture
Tristan Rhodes10 months ago

This was interesting!

TweetingBullets's profile picture
TweetingBullets10 months ago

@Blizzard_Ent

Show Match Friday's profile picture
Show Match Friday10 months ago

This looks like art. Elegant.

Daniel Romanski's profile picture
Daniel Romanski10 months ago

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.

thomas "noio" vandenberg's profile picture
thomas "noio" vandenberg10 months ago

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

BaleenWhale's profile picture
BaleenWhale10 months ago

Really cool insights! Thanks for putting this video together!

Mark's profile picture
Mark10 months ago

Now this is some great marketing content

QNDZY's profile picture
QNDZY10 months ago

Awesome breakdown

Selim Anaç's profile picture
Selim Anaç10 months ago

Thank you for this nice explanatory video.

Ricardo Luiz Diaz's profile picture
Ricardo Luiz Diaz10 months ago

Impressive, looking forward to it! ;;)

Tim Neville's profile picture
Tim Neville10 months ago

Youtube link:

TweetingBullets's profile picture
TweetingBullets10 months ago

Shameful starcraft ripoff

Old Gamer Krendar's profile picture
Old Gamer Krendar10 months ago

The demo vanished :(

David Conner's profile picture
David Conner10 months ago

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.

Circuit Loaf • Aleksandr's profile picture
Circuit Loaf • Aleksandr10 months ago

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

Temple Star's profile picture
Temple Star10 months ago

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

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