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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 次观看 • 1 年前 •via X (Twitter)

30 条评论

Zero-K 的头像
Zero-K1 年前

Line move supremacy!

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development1 年前

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 的头像
Imphenzia / Stefan1 年前

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 的头像
James Sager:Father of the Smart Phone,AI,Techaform1 年前

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 的头像
Ahmad Alfy1 年前

This is amazing thank you for the explanations

Big Yoni 的头像
Big Yoni1 年前

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

Ysidro Hartzell 的头像
Ysidro Hartzell1 年前

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 的头像
Bader1 年前

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

Martinoz 的头像
Martinoz1 年前

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 的头像
tommy1 年前

really interesting, thank you for this!

Krail Carden 📟 | Android Vtuber | 🐉🍕🏆 的头像
Krail Carden 📟 | Android Vtuber | 🐉🍕🏆1 年前

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 的头像
Dasani1 年前

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

danialhasan 的头像
danialhasan1 年前

cool game!

Boooooom 的头像
Boooooom1 年前

Looks cool 👌

Tristan Rhodes 的头像
Tristan Rhodes1 年前

This was interesting!

TweetingBullets 的头像
TweetingBullets1 年前

@Blizzard_Ent

Show Match Friday 的头像
Show Match Friday1 年前

This looks like art. Elegant.

Daniel Romanski 的头像
Daniel Romanski1 年前

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 的头像
thomas "noio" vandenberg1 年前

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

BaleenWhale 的头像
BaleenWhale1 年前

Really cool insights! Thanks for putting this video together!

Mark 的头像
Mark1 年前

Now this is some great marketing content

QNDZY 的头像
QNDZY1 年前

Awesome breakdown

Selim Anaç 的头像
Selim Anaç1 年前

Thank you for this nice explanatory video.

Ricardo Luiz Diaz 的头像
Ricardo Luiz Diaz1 年前

Impressive, looking forward to it! ;;)

Tim Neville 的头像
Tim Neville1 年前

Youtube link:

TweetingBullets 的头像
TweetingBullets1 年前

Shameful starcraft ripoff

Old Gamer Krendar 的头像
Old Gamer Krendar1 年前

The demo vanished :(

David Conner 的头像
David Conner1 年前

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 的头像
Circuit Loaf • Aleksandr1 年前

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

Temple Star 的头像
Temple Star1 年前

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

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