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Question by eXtremeTY · Jan 17, 2013 at 01:53 AM · terrainscalesizertsunit

What's good unit scale to use for RTS game?

Hello all, quick and easy question, no code involved, eh :) What is the best unit scale to use for RTS game or in other words what dimension of terrain would reassemble the maps from popular games - Starcraft, Generals, etc?

For example, does it makes a difference if my terrain is 100x100 and my units are 0.10 in scale, or if if I have 1000x1000 terrain and 1.00 units in scale, performance-wise? I'm unclear how to proceed?

Thanks!

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avatar image cdrandin · Jan 17, 2013 at 01:58 AM 1
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I think it is important to work with numbers that are simplified for everyone. As long as the numbers aren't ridiculously large. I think 1000x1000 is more common.

avatar image eXtremeTY · Jan 17, 2013 at 02:16 AM 0
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Alright, that's a good point.. However, there isn't like, standard RTS map size or something? There is so many things to scale correctly, and I need to chose the size and scales first, and I'm having hard time choosing it.. :/ Thx for quick answer :)

avatar image cdrandin · Jan 17, 2013 at 06:08 AM 1
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There are no set standards in the ga$$anonymous$$g industry besides with your own company. I wouldn't know, as I am very young and just beginning to make a game with Unity, but I wouldn't see why everyone would conform to a "style"

avatar image eXtremeTY · Jan 18, 2013 at 08:24 PM 0
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I see your point cdrandin, and I would agree, copying something in gamedev industry is like doo$$anonymous$$g yourself to failure.. If it's already been done, and you're making a simply copy of that, it won't go very far.. However, the only reason why I was asking about set standard is purely from performance stand point.. :)

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Answer by iwaldrop · Jan 17, 2013 at 02:39 AM

There is no performance difference when it comes to scale. It just it what it is. You can have a very large number or a very small one. Either way they're still floating point values. :)

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avatar image eXtremeTY · Jan 17, 2013 at 02:45 AM 0
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And we meet again.. Okay, thanks for clearing that out.. :) $$anonymous$$ore question co$$anonymous$$g up, be sure to spot them =)

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Answer by DanSuper · Jan 18, 2013 at 08:34 PM

As a general rule of thumb, you should size your objects similar to the size they would be in "real life." If your unit is average human size, it should be about 1.8 units ( 1 unit = 1 meter = 3.3 feet). If your tank is 33 feet long, it should be 10 units (meters). This tends to produce a more realistic feel for your physics simulation. If your human sized character is 18 units, and it jumps/falls, it will feel very floaty, and if it were .18 units it would appear to fall extremely fast.

Edit:

Also as a general rule, you should avoid scaling things by the transform scale factor. If you need to change something's scale... do it in your 3d package and reimport. Scaling things with transform scale prevents them from being batched, leading to additional draw calls and drops in performance.

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