I had to move house so had less time to code, but this month I focused on bug fixing, cleaning up the code, and improving the visuals. I’ve also switched to my own pathfinding solution which can (most of the time) avoid the grid zig-zag effect with very little extra cost, but it’s incomplete and can break in situations (when more than 1 unit tries to use the same navigation result).
The terrain supports cliffs and will cut the mesh (using a geometry shader) and insert cliff geometry to fill the gaps. A compute shader procedurally places foliage instances based on the terrain type. I bought the Toony Tiny RTS Set and switched the buildings out, they overlap with the AOM buildings surprisingly well except that the Town Centre is actually a blacksmith and many of them are too tall. (Note: These will be replaced with something less cartoony eventually)
I was hoping to get a public WebGL build up, but many of the recent changes have made the game incompatible with WebGL, so I’ll need to disable them or build fallbacks first.