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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. |
| Movement
Issues Facing Game Developers
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