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sardaukar
04-01-2005, 02:00 AM
anyone else been working one isometric engines? It would be nice if there was someone to talk to whom had experience from RTS and not ISO RPG ;o) ..

savage
04-01-2005, 10:29 AM
I'm porting Seige of Avalon ( http://soaos.sf.net/ ) over to JEDI-SDL when I have time, which is not at all right now :(, with this new site up and trying to get JEDI-SDL ( http://jedi-sdl.sf.net/ ) v1.0 out the door.

sardaukar
06-01-2005, 02:35 AM
i leeched the source, but havent dug into it. but i did however learn from both that and the iso-jedi sdl thingy.

Going to implement dirty rect a-s-a-p.

cairnswm
10-01-2005, 06:59 AM
A while ago I did some work on a Isometric RTS style game (about 3 years ago) - is there anything specific you want to ask?

sardaukar
10-01-2005, 11:52 PM
@carn

yes, optimization and performance stuff :o) .. as it seems iso-rts has special needs from iso-rpg i was looking for rts games to be inspied from, that is, something which had a scale which needed optimization ..

@project ..

first weaks steps .. world war two rts stuff iso 2d ..

http://www.sacred.dk/ioeWIP.jpg - first try
http://www.sacred.dk/ioeWIP2.jpg - damage states and rotation
http://www.sacred.dk/ioeWIP3.jpg - new unit size being tested for cool details ;o)

working with a dirty rect render right now to push fps up before moving towards more gamelogic.

my i/c/q is 77893914 if anyone wants to chat 2.5D or wargames / strategy gaming in general :o)

Sly
11-01-2005, 02:47 AM
That looks quite nice so far. I like the tanks. :)

cairnswm
11-01-2005, 04:38 AM
In the Tutorials Forum there is an A* tutorial I wrote for Pathfinding in my Isometric game. I got it working quite nicely but never spent time on completing the game.

What I did for performance and optimisation is I did not do collision testing between objects but instead created a collision array covering the map. My tiles were about 32x64 bits (in diamond shape) but over this I created a logical array of 16x16 bit squares (quite a large array). Each object then knew how to inform the collision array where it was.

This means that if an object wants to move from one square to another it just checks the collision array and will immediatly know which (if any) object is in a square it wants to pass through. If an object could move it informed the collision array it was leaving a cell (removing the pointer from the collision array) and informed the collision array of its destination cell (once again adding its pointer intot he array).

Hope this helps a bit. I'm still not sure exactly what you want.

sardaukar
11-01-2005, 07:30 AM
That looks quite nice so far. I like the tanks. :)


wip1: German WW2 Stug IV SPG
wip2: German WW2 Marder II SPG
wip3: Russian WW2 SU-76 SPG

;o)

sardaukar
11-01-2005, 07:36 AM
Hope this helps a bit. I'm still not sure exactly what you want.

I'm not sure either, but i definitly need some a-start optimization ;o9 ...

Your idea sounds nice, but first idea was to make a circular radius around units for collision of with shots ( point in circle should be rather easy to do) and sub-cell blocking of 4 subcells per tile/cell where small units (infantry) use subcells and large units (tanks) use tiles only. dunno of this is a bad way todo it, but thats how the plan is written right now ;)