Command and Conquer

C&C - Path Finding and Steering Aditya Ravi Shankar

This is a demonstration of unit pathfinding and movement/steering strategies used in RTS games. To see a playable recreation of the original Command and Conquer, please go here.

Units use A* to plot a path and avoid collision using a 'soft collision' radius. They also ask static units to move aside. You can read more about the algorithm on my blog.

Switch on "DEBUG MODE" to see how it works. This is still a work in progress. Any comments or feedback (including bugs), is appreciated.

This page works best on Google Chrome or Mozilla Firefox. The images can take a little while to load so please be patient.

If you liked this demo, please let me know by clicking on the Like button below and leaving me a comment. Please share this page with your friends so that they can see it too.

You can read more about the development of this game on my blog. You can also check out some of the other games I have written or read some of my game programming articles.

Your browser does not support the HTML5 Canvas feature. This game uses new HTML5 features and will only work on the latest versions of Firefox, Safari or Chrome (and maybe Internet Explorer 9).
Check the 'debug mode' box to visually see the path finding algorithm in action.

DISCLAIMER: This project is only intended as a technical proof of concept to demonstrate the basic working elements of an RTS game in HTML5. No commercial use is intended. All images and sounds used are from C&C - Tiberian Dawn and are property of the original game creators.