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DarkBASIC Discussion / ATTN: Darkguy!!! I could have a solution for your RTS

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DWR
21
Years of Service
User Offline
Joined: 2nd Dec 2003
Location: No-where to be seen
Posted: 24th May 2004 16:26
Hey, Darkguy - remember your little dancing cubes etc. that just would not move correctly - I have an idea for you:

a) Test your game again, try and replicate the conditions the problem occurs under - I have found that the point object code causes some kinda problem when the camera is positioned below
the 'objects horizon' (e.g if the viewpoint appears below where the object is)

B) REWRITE YOUR CODE!!!! For the last 2 days, I have been completely ripping my code (for an RTS like yours) completely apart - I ended up with an engine that can support 8000 units and up to 80,000 units moving at once!! So come on - re-try your code and it'll probably be better - ALSO REMEMBER: Make your code modular - this means if something does go horribly wrong, you can remove the part that caused the problem, and easily upgrade/remove it.

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Peter H
21
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 24th May 2004 17:42
i am going to be making a RTS(3D) soon also, and i'm wondering how you managed to get a engine that runs that fast! if you could give me a few pointers(or let me see your code ) i would be very thankfull

BTW my RTS is going to be alot like "HomeWorld" (if you've not played that, it's a space RTS where you can move any direction(truly 3D) and it's cool )


Formerly known as "DarkWing Duck"
Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 25th May 2004 03:20
There's always my RTS in the code snippets. Just add character commands, and building units code, and its basically done.

"eureka" - Archimedes
DWR
21
Years of Service
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Joined: 2nd Dec 2003
Location: No-where to be seen
Posted: 28th May 2004 16:21
Sorry.The way I got my system to work is a secret, and used engine things.

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DARKGuy
21
Years of Service
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Joined: 28th Nov 2003
Location:
Posted: 29th May 2004 08:46
Alright DWR! thanks! I'll take your suggestions in account and see if it works, thanks!

:: Pentium 300 Mhz, 8Mb video card, 64Mb RAM, 5 gb & 1.6 gb HD's, W98SE, Sound Blaster AWE 32 ::
Xander
22
Years of Service
User Offline
Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 29th May 2004 23:30
What is this?

Quote: "ATTN: Darkguy!!! I could have a solution for your RTS"


Quote: "Sorry.The way I got my system to work is a secret, and used engine things."


What solution? You won't even tell anyone...

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
DARKGuy
21
Years of Service
User Offline
Joined: 28th Nov 2003
Location:
Posted: 30th May 2004 00:31
well...he mentioned this:
Quote: "a) Test your game again, try and replicate the conditions the problem occurs under - I have found that the point object code causes some kinda problem when the camera is positioned below
the 'objects horizon' (e.g if the viewpoint appears below where the object is)

B) REWRITE YOUR CODE!!!! For the last 2 days, I have been completely ripping my code (for an RTS like yours) completely apart - I ended up with an engine that can support 8000 units and up to 80,000 units moving at once!! So come on - re-try your code and it'll probably be better - ALSO REMEMBER: Make your code modular - this means if something does go horribly wrong, you can remove the part that caused the problem, and easily upgrade/remove it."


and I'm trying to follow that...but hey bolt...good point though...

:: Pentium 300 Mhz, 8Mb video card, 64Mb RAM, 5 gb & 1.6 gb HD's, W98SE, Sound Blaster AWE 32 ::
DWR
21
Years of Service
User Offline
Joined: 2nd Dec 2003
Location: No-where to be seen
Posted: 21st Jun 2004 15:56
Ok, give up DARKguy - I dont mind - my RTS game is going very well [+ it uses extrernal dll's]

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Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 21st Jun 2004 17:31
LOL DWR, I admire your fighting spirit - but you have to get used to other peoples projects getting shelved, it happens more than projects getting finished, that's for sure!.


Van-B


The nature of Monkey was irrepressible!.
Kohaku
21
Years of Service
User Offline
Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 21st Jun 2004 21:47
Hey, I was making an RTS and it was based in space.I needed the ships rotation to be gradual so i had an object like a pivot and if the ship was not at the same angle as the pivot then it would gradually rotate the ship until it was. This looked ok and resulted in some real nice loops on the ships behalf. Then, after a while it would get messed up and the ship would fly off into infinity.

Does anyone no a better way to gradual rotation?

Infra-Dark
DWR
21
Years of Service
User Offline
Joined: 2nd Dec 2003
Location: No-where to be seen
Posted: 22nd Jun 2004 16:15
My current design would work well with that rotation thign [i could just add it in] but, sadly, I would have to give away the entire loop system [which is the entire game] sorry - top secret!

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