Networking

  For the networking for Realm of Mankind we have decided to go for a throwback to how it used to be in the late 90s, early 2000s with the likes of Doom and Age of Empires II. The method is simultaneous deterministic lockstep simulation. The basic principle is...

Pathfinding Demo

  Please try out our Pathfinding Example project H: Generates a hexagon graph D: Destroys current graph B: Starts a Breadth First Search J: Runs Dijkstra’s algorithm T: Traces path after BFS is complete A: Runs A* algorithm Clicking on a Hexagon changes its...

Map Generation

  One of the fundamental aspects of the game that we needed to address first of all was the random terrain generation in which the game would be played. We chose to create a map using hexagons, as this allowed us effectively 6 directions of motion from each...