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Standard RTS Camera FOV (15° FOV 125m distance) I’ve more closely replicated the AOM camera angle, but after seeing the AOE4 gameplay trailer, I’d like to try a wider FOV. (Note: These will be replaced with something less cartoony eventually) I bought the Toony Tiny RTS Set and switched the buildings out, they overlap with the AOM buildings surprisingly well except that the Town Centre is actually a blacksmith and many of them are too tall. A compute shader procedurally places foliage instances based on the terrain type. The terrain supports cliffs and will cut the mesh (using a geometry shader) and insert cliff geometry to fill the gaps. RTS4 Update 4 new building models, procedural foliage I’ve also switched to my own pathfinding solution which can (most of the time) avoid the grid zig-zag effect with very little extra cost, but it’s incomplete and can break in situations (when more than 1 unit tries to use the same navigation result). I had to move house so had less time to code, but this month I focused on bug fixing, cleaning up the code, and improving the visuals.