Re: Real-Time Battle System

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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

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