Become a MacRumors Supporter for $50/year with no ads, ability to filter front page stories, and private forums.
You are jumping into a very complex field of programming with this, that being AI. Have you developed anything using AI before? A simple Tic-Tac-Toe game or the like? If not I'd seriously suggest making something relatively simple like that to get an idea of what you are getting yourself into really.

Obviously the AI will be as complex or dumb as you make it but solid AI is pretty much expected in an RTS game as its THE main gameplay component, graphics always come 2nd best to true RTS enthusiasts.

The AI Game Programming Wisdom series of books are very good and cover the majority of the topics that will be interesting to you such as influence & risk maps, terrain analyzing and shortest path algorithms etc, I have read volume 3 but the latest one is 4.

HTML:
http://introgamedev.com/resource_aiwisdom4.html

Good luck with this but as its been suggested earlier you are jumping in at a VERY deep end with a project this ambitious
 
Well I always like new things to try in programming

You are jumping into a very complex field of programming with this, that being AI. Have you developed anything using AI before? A simple Tic-Tac-Toe game or the like? If not I'd seriously suggest making something relatively simple like that to get an idea of what you are getting yourself into really.

Obviously the AI will be as complex or dumb as you make it but solid AI is pretty much expected in an RTS game as its THE main gameplay component, graphics always come 2nd best to true RTS enthusiasts.

The AI Game Programming Wisdom series of books are very good and cover the majority of the topics that will be interesting to you such as influence & risk maps, terrain analyzing and shortest path algorithms etc, I have read volume 3 but the latest one is 4.

HTML:
http://introgamedev.com/resource_aiwisdom4.html

Good luck with this but as its been suggested earlier you are jumping in at a VERY deep end with a project this ambitious
very helpfull thanks.

I have an original idea for RTS game
 
If you remember the AI in red alert, could you give me some tips in how to get mines to work similarly?

I think my approach would be to implement a scripting language (or integrate an existing one), and code the AI using it. This will make it quicker to experiment and develop the AI. Also, I think it would be pretty much essential that the scripting language would implement it's own threads as you will be running one script for each game unit/object.

ß e n
 
I think my approach would be to implement a scripting language (or integrate an existing one), and code the AI using it. This will make it quicker to experiment and develop the AI. Also, I think it would be pretty much essential that the scripting language would implement it's own threads as you will be running one script for each game unit/object.

ß e n

Definately, theres a static lua library for iPhone isn't there? I'm sure I've seen a thread on here or another forum where someone has used lua for something
 
Lua is pretty popular and would make a good choice! I've used it myself briefly on a project which never made it past the initial stages. But it is pretty easy to integrate and to extend with your own C functions etc. The only question I would have is how well it handles concurrency. From my limited knowledge of Lua you would have to write your own game loop for each script and make sure you don't consume too much cpu in each loop. I might be totally wrong though. In the past I wrote a scripting language which compiled to p-code, with opcodes executing in a round robin scheduler. Though not very efficient it meant you didn't have to worry about concurrency issues.

ß e n
 
Register on MacRumors! This sidebar will go away, and you'll see fewer ads.