Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Coordinated Unit Movement
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 7, 2012
 
Zynga's in the black – but for how long? [3]
 
Bungie co-founder Alex Seropian leaves Disney [1]
 
Todd McFarlane brings a comic artist's eye to Kingdoms of Amalur: Reckoning
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 7, 2012
 
THQ Montreal
Art Lead-THQ Montreal
 
THQ Montreal
Sr. Gameplay Programmer
 
THQ Montreal
Senior Technical Animator/Rigger
 
Airtight Games
Senior Game Designer
 
Lantern
3D Animator
 
Nintendo of America Inc.
Localization Writer/Editor
spacer
Latest Features
spacer View All spacer
 
February 7, 2012
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [14]
 
arrow Building the World of Reckoning [3]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [12]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [8]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [82]
 
arrow Finnish Experiments, American Nightmare [12]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 7, 2012
 
Merging Waterfall and SCRUM [2]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
 
Minmaxing - Is turn-based fun anymore? [51]
 
PRICED TO DIE [4]
 
What happened with Shadow Physics: An Introduction [3]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Coordinated Unit Movement
by Dave Pottinger [Programming]
1 comments Share on Twitter Share on Facebook RSS
 
 
January 22, 1999 Article Start Page 1 of 9 Next
 

H


ow 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.

Game Developer has already visited the topic of pathfinding in such past articles as "Smart Move: Path-Finding" by Brian Stout (October/November 1996) and "Real-Time Pathfinding for Multiple Objects" by Swen Vincke (June 1997). Rather than go over the same material, I'll approach the problem from the other side by examining the ways to execute a path that's already been found. In this article, I'll cover the basic components of an effective movement system. In a companion article in next month's Game Developer, I'll extend these basic concepts to cover higher-order movement and implementation. Though the examples in these articles focus mainly on a real-time strategy game, the methods I'll describe can easily be applied to other genres.

 
Article Start Page 1 of 9 Next
 
Comments

Andreas Hinderberger
profile image
Steven Woodcock's Game AI web site is located at http://www.cris.com/~swoodcoc/ai.html. on page 8 is a dead link...


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.