Tuesday, August 23, 2022
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ai – Simplifying recreation mechanics in “unseen” battles


I’m writing a grand technique recreation that’s usually performed from a zoomed-out, “strategic” perspective. With battle encounters, I need gamers to have the ability to zoom in, in the event that they select to, letting them see a “tactical” map with particular person items shifting about on a 2D battlefield.

Assume Whole Battle, for argument’s sake.

Now there could also be a number of battles occurring in parallel in numerous places of the world. The tactical view, furthermore, can be fairly heavy on AI (for pathfinding wants and different concerns), in addition to working at a extra granular clock velocity (minutes within the tactical view vs hours within the strategic view). It’s deliberate to be comparatively compute intensive.

The query is resolve unseen battles – these battles that the participant doesn’t select to view, or can not for FoW causes. One choice is to create a second, much less complicated, summary mechanism that resolves unseen battles utilizing fewer computations (akin to Paradox video games), after which to tune each mechanisms in order that they offer comparable statistics. Is that this a viable technique?

My authentic thought was to run the tactical AI within the background for each battle that happens, however I think that won’t scale up very properly.

(Since I discussed them already, does anyone know the way the Whole Battle collection does it?)

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