RTS Without Physics Collisions or Navigation Agents - How to do it in Godot 4 : Stop using them!

Описание к видео RTS Without Physics Collisions or Navigation Agents - How to do it in Godot 4 : Stop using them!

When you are making an RTS you need perfomance, our project at the beginning used a physics approach to making the units move easier, that with the addition of collision avoidance of navigation agents looked really interesting as a first setup to start building an RTS.

As the project started to finish the most critical areas, some issues started to accumulate, precisely the fps drops with 200 units, meaning not that great, upon close inspection turns out our physics based approach is really nice, but the cost of running units with physic collisions ins't worth it if you are trying to make an RTS, where a single unit needs to interact with many different things at once,

However if you removed all physics nodes, how are you going to detect collisions? On this video I am going over the main changes and updates to the project, if you are following the series this is a must to watch,

Our current system is awesome for a third person or fps game, not that great for an RTS, this is about to change now, as always if you have any questions, please let me know by posting down below in the comments, like the video and subscribe,

Комментарии

Информация по комментариям в разработке