An RTS engine made in C++ and OpenGL.
- Multithreaded pathfinding: A* algorithm combined with boid-based collision avoidance and smooth path following.
- Text Rendering: Signed-distance field (SDF) font rendering.
- Predictive Ballistics: Calculates interception trajectories for moving targets.
- User Interface:
- Box selection with Separating Axis Theorem (SAT) collision detection.
- Selection markers and visual feedback.
- Sweep targeting, command queuing, and visualization.
- Vehicle Planning: Basic vehicle movement planning and collision resolution (in progress).
- Visual Effects: Particle systems and dynamic lighting.
- Asset Management: Resource loading and handling.
- Input System: Robust input handling.
- In-Game Console: Command-line interface for debugging and settings.