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RogueMassRTS - Mass Entity RTS Framework

Sep 1
1 min read

I have dabbled in this in my free time when I could, but I am getting significantly more serious about releasing this. The project's purpose is to be a readable, worked example of a scalable networked RTS on MASS, a framework that's powerful and detailed in its documentation.


I am aiming for a baseline of 10K units moving at interactive frame rates, box-select and navmesh formation movement, six formation shapes with squad-level hierarchy and optimal slot assignment. I am still considering multiplayer; initial test setups are promising: server-authoritative multiplayer replication with client command RPCs and smooth interpolation. I am using vertex-animation-texture crowds, which is sitting at roughly 80 FPS with 10k units at the moment.

I am still considering a theme for the example project for it; I did want to do an Age of Empires type thing, but the animation and model overhead is probably to high so I may go with a zombie shooter type example.


I have selection, movement (including player-commanded), combat, formations, projectiles in and replicating, and it's running nearest target, morale, chase and flee calculations. I am looking to add some build functionality this week with unit production and resource collection mechanics.

 
 
 

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