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Realtime strategy project

Posted: Thu Jul 02, 2009 10:38 am
by Vandal
Author: Vandal
Tool: VC++ and Irrlicht
Name: undecided

I am creating free 3D-RTS, in which several units move and fight simultaneously like AOE1(not AOE3). Its background may be medieval probably, but I have not designed units' models at all.
Now I am contriving fundamental programing parts --adjusting different units' logics and getting rid of bugs. So I may complete it in the considerable future.

Demo:
http://rapidshare.com/files/256777093/demo.wmv.html

Image

Posted: Sat Jul 04, 2009 1:57 am
by exhys
interesting =). look 4ward 4 playable demo =).

Posted: Sat Jul 04, 2009 12:19 pm
by Valmond
Me too, keep up the good work!

Posted: Fri Jul 24, 2009 10:30 am
by Vandal
I succeeded in drawing river at last.

Image

Posted: Fri Jul 31, 2009 10:57 am
by Vandal
I said my project's model was AOE before, but I am not to adopt its manufacture system.
For I used to play a certain RTS in which players gathered resources or materials, build facilities and make units and was feeling dissatisfaction that I wanted to concentrate on not production but battle. Manufacturing gives games various elements and possibility indeed, however I hoped for enjoying war more. Thus I like no-production-RTS such as Total War nowadays.
And I will make such a game in my project.

Posted: Sun Aug 02, 2009 4:22 am
by exhys
hey would u mind sharing your unit selection codes? i also had a rts game in mind but juz cant figure out how 2 do unit selection

Demo

Posted: Thu Aug 06, 2009 12:24 pm
by Vandal

Posted: Mon Aug 17, 2009 2:09 am
by exhys
possible to upload to other file host other than rapidshare? like megaupload, easyshare or fileden.

Posted: Mon Aug 17, 2009 8:52 am
by omar shaaban
problems are not with proggramming but with making 3d models..
good luck though

Announcement

Posted: Fri Feb 12, 2010 10:13 am
by Vandal
Hello, everyone. I must report a very sad news here.
I have been making a RTS game by now, and created a demo version of it. But I have noticed that this game will not reach satisfactory level by testing the demo. For it is very unstable and slow --usually keeps no less than 15 fps. I have come to the conclusion that project has to be over.
Thank you for keeping your concern about my project. Good-bye. :cry:

http://www.mediafire.com/download.php?mtmizmiy4jz

Posted: Fri Feb 12, 2010 2:39 pm
by shadowslair
Hey, after all you`re creating this game, so if it`s unstable, than you`re the one to improve it, and if it runs slow, you should just think about optimizing it. Usually you try to find a way around, not give up. :wink:

1. You can use .md2 models with up to 500-600 trigs each.
2. You may draw the healthbars for a short time, after an unit is hurt and hide it after that. You can make 10 texture healthbar images, each showing 0, 10, 20, 30 and on health and use it as a billboard image above the unit since you`re showing lots of them at the same time, and the eaxctness of your unit health is not that important- it doesn`t matter if your unit is say 36 heath and your healthbar shows 30 or 35.
3. You can use "fog of war" to hide totally what`s not seen and on...
4. Use a plane with animated texture to represent water and on. You may change that anytime if you have enough fps.

hey

Posted: Sat Feb 13, 2010 12:27 pm
by netpipe
vandal dont give up so easily, post the source and others may be able to help. there are many speed tweaks one can do, mesh batching for one , vbo's and even poly reduction.

Posted: Sun Feb 14, 2010 11:29 am
by Vandal
Thank you all. I have felt limitation about my way. I'm thinking starting a new things.

Experiment

Posted: Fri Apr 23, 2010 9:52 am
by Vandal