>>5747462>>5747480>>5747484>>5747491>3d voronoiie something like this algorithm from a MSFT research paper there probably is a very efficient way to do this. But imagine a 4X space exploration game with 3d sectors and changing dynamic star system control like this, and moving starship battlefleets around, it would be so cool!!
The reason why I am going back to 1995 with the dos Ascendancy 3d game is because around this time the dominant paradigms of videogame interaction were established. If you played Quake II you have internalised all the interaction mental camera and visual motor controls needed to play any modern shooter, all the aim down sights etc stuff is just embellishment. But somehow, 4X games never really seem to adhere to "a quake or doom controls", every strategy game requires completely relearning all the UI menus interaction from the beginning, and that is even before you start to understand the game world mechanics economics etc the hurdle is quite high. I don't understand why game designers did not just take the 3d interface of Ascendancy as the "strategy game Quake" and copy and make variations of it. Instead they simplified it further and just went with flat 2d space star lane network graphs etc. maybe this was their way of trying to approach accessibility and ease of gameplay
>>5742405The interesting thing about quake 3 as a first person shooter is that it becomes a strategy game. The primary idea of the game is stacking and area denial, ie you need to bunnyhop and speedrun and rocket jump insanely fast across all the map loops and circuits, stealing all the weapons ammunition the red armour yellow armour megahealth etc so that when your opponent respawns you fight him full stack with 199 health 199 armour etc. The accuracy with the rail or prediction mid air interception rockets is more of a cyberathelete gamer thing, the stack and map loops strategy matters more