Hello pals,
recently I started my journey to Tier 2 valley, and recognized, that I have so little time to spend on my other small projects.
I thought, I could share them with you. This thread is dedicated to RTS.
A gui, that can be written in XML files reduces all problems:
Download:
https://forum.thegamecreators.com/attachment/78865
This code helps to create a decent GUI.
I am a big fan of the old real time strategy genre and was always fascinated by the clock-wise semi-transparent building progress sprites in the gui.
Download:
https://forum.thegamecreators.com/attachment/78595
This code contains a pixelshader, that can do the trick. You just have to input a float from 0.0 to 1.0 to set the progress state.
No real RTS without fog of war 'fow':
Download:
https://forum.thegamecreators.com/attachment/78597
This demo contains all shaders and functions to create a 2d/3d fog of war. To see it in action, download the main code.
If there is more interest in developing a community based RTS system, I could also release the whole Tier1 Framework:
With Basic A* AI, healthbar shaders, terrain collision and stuff...
EDIT:
My current RTS attempt can be found here:
Download:
http://movies.online-arts.de/Files/RTScameracontrol.zip
It would be great if someone could figure out a simple, but effective method to command over 100 units at a time without a AI-Delay.
And also a Json Style Definition of all models/ units/ etc... like the rules.ini in command and conquer.
I have a lot of artwork to contribute to this project. But first there should be some kind of model-editor, where you can test the model coming from
a 3d program. We also need proper definitions for all unit types, that should be added into the model file format, for example a tank should have a
turrent, lights and maybe slots for upgrates. This should be defined inside the 3d model itself, so the model-editor will know how to display them.
If the Model-editor is done, it should be easy to implement the handling system into the engine.
If these points will get done, I will dump a massive collection of buildings/units/ trees/ rocks, most of them are made by myself the others are from the Dark Basic Classic media collection/ DarkMatter. So we would have a good starter kit for two fractions.
Every time something useful is contributed, I post some of my special game models, royalty free.
Open work:
Efficient 3d Particle System
Volumetric Fog Shader
Waves Effect
Projectile Simulation
Bezier Flightpaths for airplanes (already added the advanced math functions, there is stuff in it to get this to work)
Light/ Shadow System?
3d Sound System
Weather Effects Shader
Aircraft movement code
Procedual spline Roads, that can be generated after placing some waypoints. They should fit the terrain.
And also the standard stuff like media management, smart culling etc...