So where the game is now...

Most interesting thing about making it has been world that wraps in X and Y directions There is so many things 1 has to take in to account, but glad it's all solved and done now (rectangular unit selection, rendering near borders and functions will work for AI pathing).

What's also done is particles and units that has so far just falling physics colliding and little bouncing from heightmapped terrain but at least it's some movement. I managed to make this all with integer numbers while still looking very smooth. Sine, cosine and arccos tables are precalculated and i will aim not to use floating point numbers where accuracy is needed in networking.

I made thousands of these falling 3D models on terrain while it didn't affect fps by much. Next up would be simple multiplayer demo once i find time for it...