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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 görüntüleme • 1 yıl önce •via X (Twitter)

30 Yorum

Zero-K profil fotoğrafı
Zero-K1 yıl önce

Line move supremacy!

Lincoln Margison - Game Development profil fotoğrafı
Lincoln Margison - Game Development1 yıl önce

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 profil fotoğrafı
Imphenzia / Stefan1 yıl önce

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 profil fotoğrafı
James Sager:Father of the Smart Phone,AI,Techaform1 yıl önce

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 profil fotoğrafı
Ahmad Alfy1 yıl önce

This is amazing thank you for the explanations

Big Yoni profil fotoğrafı
Big Yoni1 yıl önce

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

Ysidro Hartzell profil fotoğrafı
Ysidro Hartzell1 yıl önce

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 profil fotoğrafı
Bader1 yıl önce

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

Martinoz profil fotoğrafı
Martinoz1 yıl önce

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 profil fotoğrafı
tommy1 yıl önce

really interesting, thank you for this!

Krail Carden 📟 | Android Vtuber | 🐉🍕🏆 profil fotoğrafı
Krail Carden 📟 | Android Vtuber | 🐉🍕🏆1 yıl önce

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 profil fotoğrafı
Dasani1 yıl önce

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

danialhasan profil fotoğrafı
danialhasan1 yıl önce

cool game!

Boooooom profil fotoğrafı
Boooooom1 yıl önce

Looks cool 👌

Tristan Rhodes profil fotoğrafı
Tristan Rhodes1 yıl önce

This was interesting!

TweetingBullets profil fotoğrafı
TweetingBullets1 yıl önce

@Blizzard_Ent

Show Match Friday profil fotoğrafı
Show Match Friday1 yıl önce

This looks like art. Elegant.

Daniel Romanski profil fotoğrafı
Daniel Romanski1 yıl önce

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 profil fotoğrafı
thomas "noio" vandenberg1 yıl önce

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

BaleenWhale profil fotoğrafı
BaleenWhale1 yıl önce

Really cool insights! Thanks for putting this video together!

Mark profil fotoğrafı
Mark1 yıl önce

Now this is some great marketing content

QNDZY profil fotoğrafı
QNDZY1 yıl önce

Awesome breakdown

Selim Anaç profil fotoğrafı
Selim Anaç1 yıl önce

Thank you for this nice explanatory video.

Ricardo Luiz Diaz profil fotoğrafı
Ricardo Luiz Diaz1 yıl önce

Impressive, looking forward to it! ;;)

Tim Neville profil fotoğrafı
Tim Neville1 yıl önce

Youtube link:

TweetingBullets profil fotoğrafı
TweetingBullets1 yıl önce

Shameful starcraft ripoff

Old Gamer Krendar profil fotoğrafı
Old Gamer Krendar1 yıl önce

The demo vanished :(

David Conner profil fotoğrafı
David Conner1 yıl önce

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 profil fotoğrafı
Circuit Loaf • Aleksandr1 yıl önce

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

Temple Star profil fotoğrafı
Temple Star1 yıl önce

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

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