| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
Coordinated Unit Movement How
many times have you been sitting in rush-hour traffic thinking, "Hey,
I know where I want to go. And I'm sure everyone around me knows where
they want to go, too. If we could just work together, I'll bet we would
all get where we wanted to go a lot easier, faster, and without rear-ending
each other"? As your frustration rises, you realize that impatient commuters
aren't the most cooperative people. However, if you're a game player,
uncooperative resource gatherers and infantry are probably even more frustrating
than a real-life traffic jam. Figuring out how to get hundreds of units
moving around a complex game map in real time - commonly referred to as
pathfinding - is a tough task. While pathfinding is a hot industry buzzword,
it's only half of the solution. Movement, the execution of a given path,
is the other half of the solution. For real-time strategy games, this
movement goes hand in hand with pathfinding. An axeman certainly needs
a plan (as in, a path) for how he's going to get from one side of his
town to the other to help stave off the enemy invasion. If he doesn't
execute that plan using a good movement system, however, all may be lost.
|
|
|