In version 0.5.0 support for high(er) resolutions where introduced. For the next version I want to bring support for higher […]
In the next version it will be possible to queue 4 items when holding SHIFT. This only applies to queueable […]
10+ years after the release of DEMO 4, the day has come that Dune 2 – The Maker gets a […]
A few months back I started working on Dune 2 – The Maker again. After a while I made some […]
Like previous features, redesigning the sidebar was inspired by the remastered C&C series. This is the current sidebar in DEMO […]
After working on a few bigger features I’ve been playtesting a while. This takes time and unfortunately I do find […]
So lets do a little comparison between the original Dune 2, the ‘old’ DEMO 4 and the future… Dune 2 […]
Another ‘major’ feature I wanted was to be able to move around the map without hitting the borders with the […]
Something that has been bugging me for a very long time is the way how the mouse feels sluggish in […]
I’ve been working on D2TM the past few months and wanted to release a new version with some major improvements. […]
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Path finding progress demo... made it so I use a priority_queue, did X4 speedup. Nice! https://dune2themaker.fundynamic.com/video/new_pathfinder_02.mp4 #indiedev #gamedev #d2tm #dune2

Path finding testing is done on a map (64x64) where only 1 possible path exists between two corners of the map. I also found a bug in the heuristic function - it would evaluate too many cells. With that sped up greatly, but still needs to be faster.

Spent more hours on path finding. Still too slow! (100/200ms for 1 unit, finding 1 path is SUPER SLOW (on complex map)). Need to shave off more milliseconds.

It is not so hard to implement a new pathfinding algorithm. The harder part is to make it perform properly. Especially when you send over groups of units. #indiedev #gamedev #dune2 #d2tm #remake

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