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 Forum index » Other Projects » Pre-Alpha Projects » RedAlert++ » News and Updates
Project Update: January 31st 2017
Moderators: Blade, CCHyper
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 31, 2017 12:45 pm    Post subject:   Project Update: January 31st 2017 Reply with quote

Project Update: January 31st 2017


Updates have been a little non-exist the past few months, but we have been making great progress behind the scenes.
I hope to make a little preview video soon showing the engine in action!




Here is a little run down of some of new logics and features coded in recently.
- The engine now loads and renders all RA maps correctly -
- Building Animations and Animations in general play -
- User <-> Object Interaction (No path-finding yet) -
- Ore Growth Logic  -
- Palette Scrolling -
- Fully working cross platform deployment between Win / Linux / Unix (FreeBSD etc) / OSX -

The core of the engine is pretty much complete, now we just have to implement the next layer of game logic.
Once this is complete, we should not be that far away from a playable demo!


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 31, 2017 12:52 pm    Post subject: Reply with quote

wow, i wasn't aware that so much is already finish. Surprised
Very impressive.

Looking forward for the first test version.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 31, 2017 1:43 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
wow, i wasn't aware that so much is already finish. Surprised
Very impressive. Looking forward for the first test version.

It's easy to forgot I started this project back in 2007/08 #Tongue

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jan 31, 2017 3:11 pm    Post subject: Reply with quote

Good job so far.

Pathfinding is usually the hardest problem in a RTS game and most of them fails to implement it properly. The starting point for it is:
https://en.wikipedia.org/wiki/A*_search_algorithm

The problem is that you objects with dynamic position that is controlled by enemy or civilian factions and you also need the ability to poke friendly idle units, so others with a proper objective may pass. Good luck with it.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Tue Jan 31, 2017 6:35 pm    Post subject: Reply with quote

I'm super excited to try this out when it becomes public/playable. I did want to say that the Soviet red in the screenshot looks a tad too saturated to me.
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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Mon Feb 06, 2017 9:31 pm    Post subject: Reply with quote

Very impressive CCHyper, don't forget CnCnet5 and all those TS patches wouldn't have been possible without you.

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Mar 05, 2017 7:40 pm    Post subject: Re: Project Update: January 31st 2017 Reply with quote

CCHyper wrote:
- User <-> Object Interaction (No path-finding yet) -

Do you know what Westwood used to solve path finding?

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