ID:152596
 
Do you think that a RTS building game like StarCraft or WarCraft would be too much for BYOND to handle?
Depends on what you put in it. Most of the core stuff could probably be done in DM, but some of the more flashy graphic stuff might be tricky (The building placement icons, selection squares, minimap, fading fog of war.) Besides that, I don't see why not. It would take alot of work though, which is why there aren't a ton of RTS games floating around.
In response to DarkCampainger
Well, unit selection and moving is hard. And in battles of 100+ units, things get slow, really slow. Wildblood has create what is probably the best RTS on BYOND, and when it is really busy, things slow down a lot.
In response to Scoobert
Its easyer to make a Turn-based game unit selection would be easyer and it would be less lag then gigantic battles..
A game like Heroes of Might and Magic would be better suited to BYOND. If you want to make a fluid RTS-style game like Warcraft, you would be better advised to try some of the Python or Ruby-based game engines in order to get the intricate graphical and real-time tactical elements to come out right.
In response to Scoobert
That is what I am concerned about. Having a load of units on the map all doing something (moving, building, attacking, etc.). But if BYOND ever have DirectX support, would game runs smoother?
In response to Vizuke
BYOND will probably never have DirectX support, and it definitely wouldn't help anyway. BYOND's slow speed is due to a few things; partly the fact that it's restricted to 10 frames per second, partly the way the networking model works (which is less efficient since it's designed pretty generically), and partly the fact that it uses a virtual machine instead of compiling directly to machine code (which makes it portable and safer, but slower).
In response to Crispy
BYOND will probably never have DirectX support, and it definitely wouldn't help anyway. BYOND's slow speed is due to a few things; partly the fact that it's restricted to 10 frames per second, partly the way the networking model works (which is less efficient since it's designed pretty generically), and partly the fact that it uses a virtual machine instead of compiling directly to machine code (which makes it portable and safer, but slower).

Not to mention many BYOND developers aren't exactly well schooled programmers and just doing this as a hobby. Naive approaches to problems tend to break down and get quadratically to exponentially slower with added elements. Properly using more advanced data structures and algorithms it is likely very possible to handle very large numbers of things with much less overhead per unit added.
In response to Theodis
Yes, that's definitely true. Inefficient programming practices are a big problem with many BYOND games; and they're made even worse by BYOND's own limitations.