Quote:
Originally Posted by Jonathan Drain
A lot of real-time strategy games work on rules that aren't explained in the manual or anywhere, but which are very useful for calculating the most effective strategy. Things like weapon damage, a unit's hit points, or hit/miss chances.
I have trouble spotting game logic in disassembly of the game, because it's usually a very small piece of code (e.g. checking a single integer once in the game loop) and I'm not used to assembly.
Are there any tricks to finding game rules in the game code?
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Not sure about individual games, but there are alot of tricks in coding that you can only learn from the programmers themselves. I personally hate trying to understand other peoples code (especially disassembled code).
As for the movement AI in RTS games, they basically use the A* pathfinding algorithm or a variation on it. There used to be pages documenting it on
www.gamedev.net but I can't find them right now. I have them saved to my laptop, so if you are interested I can .lha the webpages and stick them in the zone.
Edit:
They moved it, it's now here:
http://www.gamedev.net/page/resource...eginners-r2003