This project showcases a sophisticated transition from traditional A* to flow field pathfinding, prioritizing systemic scalability for large-scale unit movement. It is a commendable technical deep dive that balances computational efficiency with the complex spatial demands of modern RTS design.
Deep Dive
Voraussetzung
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Nächste Schritte
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Deep Dive
Foxhole RTS Dev Progress 7 Multiplayer Test (And Developer Talk)Hinzugefügt:
Hey everyone.
Kevin here.
This is the first time I'm doing this kind of thing, so uh please excuse any mistakes that I may make.
I wanted to do a more in-depth video this time uh since my videos are getting a little bit more traction than I'm used to and I have a little bit more time to develop the game over the summer.
Uh so, as many of you probably know, the main inspiration for this game is Foxhole.
If you haven't heard of it, you should really check it out. It plays a big part in the development of this game.
Rifles ready.
I hear a lot of people in the Foxhole community compare Foxhole with being a single soldier in a real-time strategy game.
Think like a villager in Age of Empires or maybe like an SCV in Starcraft or like a marine or like a siege tank or something like that.
I've been thinking the same thing in the past few years.
Back in December of 2025, no, September of 2025, I finally got the opportunity to start working on a larger game project.
Some of you might be more familiar with my Foxhole Balls series of videos that I made over the summer of 2025.
This is basically an extension of those thoughts.
>> What if you really could play a real-time strategy version of Foxhole?
I wanted to make it clear that this was not just a mod for an existing game or just a visual overhaul to adapt Foxhole aesthetics.
This game would be closer to Command & Conquer or Starcraft in design with as many elements of Foxhole as I could get in it.
This is first and foremost a fan game.
So, people will never have to pay for it when I can eventually make it public build of the game.
The simple game loop follows a traditional real-time strategy game loop, which is gather resources, create unit dwellings, uh create defenses, and try to beat your opponent in a micro and macro strategy.
In this playtest specifically, there's some new functionality that you might be seeing.
First of all, the resource building, the scrap factory, has some new details.
Everything has flags depicting which faction it's on.
Blue for Warden and green for Colonial.
Over time, all the units will have more and more details and colors as art assets catch up.
Another thing you will notice is hotkeys down in the bottom right.
A big aspect of real-time strategy games is to minimize useless movements.
I want players to be able to quickly access menus to make snap decisions.
The biggest change though that you'll see in this video is the multi-place feature.
When you hold down left shift while placing a building, you get a build uh you get a blueprint of the same type loaded in to place again.
This speeds up construction and removes wasteful mouse movements.
The construction vehicle will seek out unbuilt structures and build them and repeat. So, the player does not have to manually assign a construction vehicle to build all of their new buildings.
This helps with making a large amount of structures all at once like defenses or like you've seen in the video, a scrap factory.
Now, in this specific test, I just completed uh fixing a bug that was causing uh my opponent here to crash randomly.
There was a bug with DirectX 12 for his uh graphics card, I guess, that was causing a huge memory leak. So, I downgraded the game from DirectX 12 to DirectX 11.
And as a result, we can actually get to play a full game, which in my previous videos have all ended early.
Yes.
Yes.
Outlaw ready.
Outlaw ready.
Right away.
Outlaw ready.
Outlaw ready.
Outlaw ready.
Outlaw ready.
Outlaw ready.
OUTLAW READY.
OUTLAW READY.
Outlaw ready.
Rifles ready.
Rifles ready.
Flanking position. Outlaw ready.
Uh at this point in the video, my opponent was expressing some frustrations with the construction vehicle and how it wasn't behaving in a way that he wanted it to.
Uh this was unfortunately due to some pathfinding issues, which I will need to resolve hopefully in the next update to make the pathfinding a little bit more intelligent.
Pathfinding is always a huge struggle in a game like this because you want the responses to be fast, you want the units to be smart, and you don't want units to get stuck on corners and such.
Now, this game is still, you know, in its infancy, so there are a lot of little quirks and bugs that I have to work out over time.
There is no out-of-the-box solution that will work for the amount of units that I want to have in the game at once.
And specifically, this game uses a flow field pathfinding.
If you're curious as what as to what that is, you should look up a YouTube video of it and it will kind of explain how it works.
So, there is no A* pathfinding if you are familiar with pathfinding in video games at all.
It's all custom for this game.
Anyways, thanks for watching.
I really hope you enjoyed a full match.
If you want to see more, please leave a like and subscribe.
It really does help a lot.
Right away.
Rifles ready.
Rifles ready. Right away.
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