Hi everybody,
This topic present the evolution of my project for real-time strategy game engine.
Update 24/04/2015
It’s done ! OpenRTS is realeased as an open-source project in developpement, under MIT licence. You can follow the discussion from that point.
Hope you’ll like it !
Update 06/04/2015
Given the enthousiasm of the community for this RTS game engine, and the willingness of some to participate, I decided that this project must become ours, and to release it under an open source licence.
It will be a hard work of writting for me, to create wiki, doc and forum, so I hope many of you will join and help !
Follow the discussion here from that point
Update 02/2015
The editor has now all tools needed to begin to create content.
Still a lot of work to do to have a complete RTS game engine, but the code has come to an important stage.
Thanks for all your encouraging comments !
Update 01/2015
Map editor has a GUI and maps are serialisable.
Watch this post for more details.
Update 12/2014
Map editor is implemented with basic features : cliff elevation, ground deformation and ground texture painting !
Map can be loaded and saved.
More details in this post
http://s10.postimg.org/49j7ogm09/code101.png
Update 11/2014
Back to the huge work needed on map creation. First thing was to create procedural generation of natural cliffs.
http://s2.postimg.org/q4h8m9mjd/code075.png
Update 08/2014
After a lot of work on unit movement and behavior, I focused on more visual effects : projectiles, particule effects, physics for garbage, etc.
http://s12.postimg.org/jlb7ma465/code055.jpg
Original post
Here is a short demo of the real-time strategy game engine i’m working on since about two monthes.
Map is drawned from hand-made image files for elevation and textures mixing. I simply use an image editor and “pixel art” my map.
Units are managed by a finite-state machine for tactics. Movements and pathfinding are computed by steering behaviors and flow fields. It’s not perfect but gets the job done for now. Still a lot of work on this part.
All units data is defined in XML format. Meaning that the source code know absolutely nothing of the content. I use the Stracraft 2 mechanism (Units, Weapons, Effects chains, etc.) to keep the engine as “genre independant” as possible.
User interface is made with NiftyGUI. Lots of work here too.
Please forgive the poor graphics, it’s only for testing purpose. I will try to add models and effects (like explosions or canon fire). It seems to be very important in that kind of game for action comprehension.
Ask questions if you want !
Hope you’ll like it
Thanks to the jMonkey community for the amazing support !