This a program/engine that i have been working on for some time. From the
begining i meant to create a game of it but lately i have mostly used it to test
stuff for my exam work.
The most interesting feauture currently in is probably the pathfinding used for
ground vehicles. Its about 20x faster than standard A* with an admissible
distance based heuristic while generating about 5% worse paths on my test map.
Another good thing about it is that while it need about 0.04s to
generate a 800 nodes long path it only need about 0.002s to startup the path
while the rest is used while the vehicle is moving. This has several advantages
such as spreading out the cpu load and not having to throw away that much work
away if the user decides to direct the vehicle elsewhere. The
pathfinding part of my exam work can be found here. The lower left image shows some
searches in progress and how the path get more detailed closer to the vehicle.
Another thing that some might find interesting is the finite element like
simulation model i use on the player controled crafts (lower right image). It
should in theory have several advantages such as regional damage, taking damage
on a craft into consideration for its movement and also allow the
users to create their own totally unique crafts without the ability for them to
cheat. In practice i havent got it to work that well though.
Since i have "borrowed" some 3d models from the old RTS Total Annihilation
(cavedog m:50) you might have to own that to legally download a demo from