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Republic of Moldova, Odesa
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43 entries
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Calin
January 18, 2025
Layers

To get units avoid the enemy units by a  safe margin I have to bake the enemy units LOS into the obstacle map. First I'm saving the LOS of each unit into a separate layer. Then I'm merging all the layers and save the result into the obstacle map.  Ranged units can attack workers from distance. I'm …

1,073 views
Calin
January 09, 2025
Avoiding defenses implemented, somewhat, there's still work ahead.

I managed to get attacking units avoid defenses. For now it's just one attacking unit that does that. In the video you can see how the red attacking unit travels towards the enemy half of the map notices the units that guard the entrance, turns back and choses another path to the enemy base. 

4,122 views
Calin
January 01, 2025
Sincronization implemented continued

With sincronisation probem solved I can now begin to work towards making the Red Player attack the White Player workers while avoiding enemy defenses. It's supposed to be a dynamic thing, if the White Player workers move/take cover behind White Player combat units Red Player units should find a way…

1,147 views
Calin
December 25, 2024
Sincronization implemented

https://youtube.com/shorts/ZsybqKbYBLQ?feature=share

I'm describing what's in the video. I have a second map with a third player on it. White and Red players are building bases.  On the second map Yellow player  is building a base as well.  White and Yellow players build archers. Whit…

1,355 views
Calin
December 17, 2024
It's difficult to come up with yet another entry title

 

A short video first, shows my progress

https://youtube.com/shorts/rwoxEuEsGlI?feature=share 

I started working on making ranged units pick positions good for defending.

[edit]

The work on the making ranged units hide behind obstacles is completed

The code  looks like  the following:

case AISM::RunTestPa…
2,905 views
Calin
December 08, 2024
Update on my game

I managed to get two sides building bases and attack each other (or one side attack the other to be more exact). Which brings the following question to my mind. If you have a perfectly symetrical map with the two opposing AI players starting at the ends they will evolve identically and when it's ti…

1,832 views
Calin
November 29, 2024
Building a better RTS AI. The third map continued.

Player 3 helps keep track of Player 2.
If Player 1 don't scout Player 3 is  not going to tell Player 1 where the enemy units are but it will tell him the type and number of enemy units. 
If Player 1 visits Player 2 base while there are no (Player 2) combat units there, if Player 2 combat un…

1,707 views
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Calin
November 12, 2024
Building a better RTS AI. The third map

I have two state machines. They are pretty much the same. I have two AI players. One state machine for each player. The state machines are for base building.

I have three maps. One map for AI player 1 and one map for AI player 2. 

Because the state machines are identical the base building takes …

2,562 views
Calin
November 07, 2024
Combat

I have added ranged unit attack to my game. Here's a short video:

https://www.youtube.com/shorts/SBhDek9w7D0

1,452 views
Calin
October 10, 2024
Building a better RTS AI. Making AI player tanks chose and deploy on high ground

Making AI player tanks chose high ground when defending base.

Find a path with the start point the enemy base and the end your base. This will be the attack path of the enemy. For every node in the attack path of the enemy run the pathfinding algorithm to nearby tiles. Lets call the resulting paths …

2,103 views
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