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I remember when Supreme Commander 2 adopted flow field pathfinding. Even as someone who like SupCom1, I quite liked the game (it wasn't such an insane time sink or system hog). The pathfinding was part of the optimizations they made; it ended up that thousands of units could be onscreen in SupCom2 and not see the sorts of bottlenecking seen in the dual-threaded SupCom1. They also did some brilliant effects work, it ended up being a beautiful game.

Total shame that it got trashed for being a sequel, instead of the spiritual successor it probably should've been. In terms of "time to legions of giant robots slinging world-destroying explosives", SupCom2 takes the cake. It's an incredible beer-and-pretzels game.




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