This isn't a promise for Zerospace's pathfinding, or the power of our technology and 'engine' - but the practical reality our team has achieved to this stage.
This video showcases a good chunk of why I believe that
@PlayZeroSpace is the future of RTS.
Please share it!
Watch our lead developer explain how RTS pathfinding and crowd simulation work together - and why it’s one of the hardest problems in real-time strategy games.
Find out how Age of Empires 4 simplifies pathfinding, where StarCraft 2’s crowd sim still struggles, and how we’re solving all of it in ZeroSpace.
If you’ve wondered why your army sometimes just gives up, or why great unit movement feels so good, this is for you.