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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...

74,821 просмотров • 1 год назад •via X (Twitter)

Комментарии: 30

Фото профиля Zero-K
Zero-K1 год назад

Line move supremacy!

Фото профиля Lincoln Margison - Game Development
Lincoln Margison - Game Development1 год назад

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?

Фото профиля Imphenzia / Stefan
Imphenzia / Stefan1 год назад

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! =)

Фото профиля James Sager:Father of the Smart Phone,AI,Techaform
James Sager:Father of the Smart Phone,AI,Techaform1 год назад

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.

Фото профиля Ahmad Alfy
Ahmad Alfy1 год назад

This is amazing thank you for the explanations

Фото профиля Big Yoni
Big Yoni1 год назад

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

Фото профиля Ysidro Hartzell
Ysidro Hartzell1 год назад

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).

Фото профиля Bader
Bader1 год назад

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

Фото профиля Martinoz
Martinoz1 год назад

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.

Фото профиля tommy
tommy1 год назад

really interesting, thank you for this!

Фото профиля Krail Carden 📟 | Android Vtuber | 🐉🍕🏆
Krail Carden 📟 | Android Vtuber | 🐉🍕🏆1 год назад

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

Фото профиля Dasani
Dasani1 год назад

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

Фото профиля danialhasan
danialhasan1 год назад

cool game!

Фото профиля Boooooom
Boooooom1 год назад

Looks cool 👌

Фото профиля Tristan Rhodes
Tristan Rhodes1 год назад

This was interesting!

Фото профиля TweetingBullets
TweetingBullets1 год назад

@Blizzard_Ent

Фото профиля Show Match Friday
Show Match Friday1 год назад

This looks like art. Elegant.

Фото профиля Daniel Romanski
Daniel Romanski1 год назад

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.

Фото профиля thomas "noio" vandenberg
thomas "noio" vandenberg1 год назад

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

Фото профиля BaleenWhale
BaleenWhale1 год назад

Really cool insights! Thanks for putting this video together!

Фото профиля Mark
Mark1 год назад

Now this is some great marketing content

Фото профиля QNDZY
QNDZY1 год назад

Awesome breakdown

Фото профиля Selim Anaç
Selim Anaç1 год назад

Thank you for this nice explanatory video.

Фото профиля Ricardo Luiz Diaz
Ricardo Luiz Diaz1 год назад

Impressive, looking forward to it! ;;)

Фото профиля Tim Neville
Tim Neville1 год назад

Youtube link:

Фото профиля TweetingBullets
TweetingBullets1 год назад

Shameful starcraft ripoff

Фото профиля Old Gamer Krendar
Old Gamer Krendar1 год назад

The demo vanished :(

Фото профиля David Conner
David Conner1 год назад

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.

Фото профиля Circuit Loaf • Aleksandr
Circuit Loaf • Aleksandr1 год назад

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

Фото профиля Temple Star
Temple Star1 год назад

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

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