beyond-all-reason / beyond-all-reason/RecoilEngine
Mobile units behave like they are tennis balls. Would there be options to improve the pathfinding system?
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
The attached video show the weird (light weight) behavior of the units, they don't behave like heavy tanks. Below this is an video of 1997 OTA where the tanks don't push each other around and move around obstacles (other units). Perhaps we can get ideas from their approach.
https://github.com/beyond-all-reason/spring/assets/30873812/400f3854-8a67-4a86-826b-27806ab977db
OTA:
https://github.com/beyond-all-reason/spring/assets/30873812/66a26f78-64ca-483f-8c81-615ed4d3d415
Contributor guide
Research direction
No files, tests, or entry points are named. Start by reviewing the attached videos and the current pathfinding and unit-movement behavior, then define the expected tank interactions and obstacle avoidance before identifying the relevant engine area; done requires an agreed behavior and a validated implementation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100