This game is very good! is the best! but have one problem.
Posted: 10 May 2018, 04:41
Recently I investigated a number of open source RTS engines like OpenRA, 0AD, Spring, and WarZone 2100. Each of them has its own advantages and disadvantages.
The WarZone 2100 has the advantage that it is the best game like a game! Its game process design is very good, playing a very addictive, full of sense of accomplishment.
However, the only downside is that there is always a blockage between units and it will not give way.
I searched this forum, someone had raised this issue before, especially during the battle, the front units retreated after serious injury, but always blocked by the back units, this was very inconvenient.
In this regard, the best way for units give way is Spring. Spring now has a better path-finding system. It can be described as "flying cloud & flowing water", smooth and smooth.
Can the WarZone 2100 draw on Spring's achievements in pathfinding?
The WarZone 2100 has the advantage that it is the best game like a game! Its game process design is very good, playing a very addictive, full of sense of accomplishment.
However, the only downside is that there is always a blockage between units and it will not give way.
I searched this forum, someone had raised this issue before, especially during the battle, the front units retreated after serious injury, but always blocked by the back units, this was very inconvenient.
In this regard, the best way for units give way is Spring. Spring now has a better path-finding system. It can be described as "flying cloud & flowing water", smooth and smooth.
Can the WarZone 2100 draw on Spring's achievements in pathfinding?