Re: Real-Time Battle System
- Posted by Patrick Barnes <mrtrick at gmail.com> Feb 22, 2005
- 424 views
Well, the thing about a real-time RTS is that everything happens concurrently. This is difficult of course, because classic programming just does one thing at a time. So you'd need an eventloop to be constantly running, querying each component in the game to see if stuff is happening, and occasionally updating the screen state and getting user input. As a test, I suggest you create a screen of say 15 circles. By clicking on a circle then clicking on another location, you can make the circle 'move' to that location, not instantly, but slowly, over several iterations. While that circle is still moving, you can do the same with another, and another, and etc... That should help wrap your head around what is required for real-time strategy. Perhaps it would be beneficial in the game (not the above test though) to have two programs - a graphics/interface program and a backend program, and have the two communicate via IPC. On Mon, 21 Feb 2005 17:58:09 -0800, Andy <guest at rapideuphoria.com> wrote: > So I would have to program an event system and then include in the main > file? -- MrTrick