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A Gamedev Blog

Local Collision Avoidance

In order to reduce the A* run time, we decide to split pathfinding into global planning and local collision avoidance components. We discuss how to model an agent-agent collision and reduce the problem into a linear optimization problem.

Commanding RTS Commands

How does one scale up dozens of state mutation flows in an RTS game?

Arbitrary Command Execution

Mutating a shared state is especially hard if we lack a structured approach to change operations. We share the design doc DownFlux uses to answer this design question.

Client Disconnect Handling in DownFlux

Because DownFlux is not built on top of any existing gaming engine, we need to design a way for client-server network connections to be resilient to network flakiness.

DownFlux Client Design Doc

Outline the core mechanics necessary for rendering the server-calculated game state to the players.

DownFlux Networking Design

Design a communications model between a small number of clients concurrently mutating a complex RTS game state.

Networking Brainstorm

Interesting papers I came across while researching RTS game architecture.