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In a presentation at Unreal Fest Gold Coast 2024, PlaySide Studios engineers Quinton Pinto and Jackell explored the complexities of pathfinding for large unit counts in the game Age of Darkness. They delved into the technical challenges and solutions surrounding unit formations, UI/UX simplicity, and pathfinding systems while ensuring smooth performance even with 65,000 units. Key topics included cache-friendly designs, data-oriented architecture, and custom pathfinding solutions like partial flow fields, providing both efficiency and player satisfaction.
At the Unreal Fest Gold Coast 2024, developers from PlaySide Studios revealed their experiences on stage about managing an impressive number of units within the game Age of Darkness. The presentation focused on solving intricate problems, in particular, the pathfinding for these massive unit counts, which is no small feat. They offered insights into their pathway of problem-solvingโfrom leveraging cache-friendly designs to creative data-oriented solutions.
A core part of the discussion was the incorporation of unit formations in real-time strategy settings, making it simple and more intuitive for players. The team tackled the challenge of integrating formations and pathfinding seamlessly into Age of Darkness. They shared their strategies on balancing functionality with user interface simplicity, ensuring players have a smooth and engaging experience.
The second part of the talk emphasized advanced pathfinding improvements using custom solutions over standard Unreal Engine options. This included a deep dive into the efficacy of partial flow fields. By utilizing these, PlaySide Studios enhanced the gameplay's ability to handle numerous units without sacrificing performance, illustrating a successful case of opting for tailored solutions over out-of-the-box software tools.