Try out Godot.
Also: Can you perhaps go into more detail regarding your bit mask method for mappings? I'm not entirely sure what the purpose of your system there is.
I will take a look at Godot. At first glance I dont see much about terrain editing or grass etc. The key piece of an RTS is the terrain editor. Both UE4 and Unity have decent editors. Neither are remotely close being as good as the COH2 editor.
I dont really have a point for why I am packing the map pathing info into a byte array. One thing that helps games is having a small amount of code and data to deal with. Processors have several levels of memory. Each level is faster than the next. If you can get your main code to run in the L1 cache it will run faster.
So the idea was to have a single array that holds all of the pathing, sight, and cover. Probably makes no difference at all in the real world. Because any speed you gain in memory cache you may lose in bit masking calcs. But a single AND command is probably much faster than reading in data from memory.
To check sight for instance:
if (0 < (Map[x,z] & 8)) SightBlocked = true
This adds a cpu cycle calc where we use AND to mask our byte( & 8 ). However reading data from memory make take up to 30 cycles waiting for the data to be pulled into cache if we have a lot of separate arrays.
I will probably end up splitting things because "What happens when the object creating the COVER is destroyed?" I need some method of tracking what is creating the cover. I most likely have to calc all of these maps on the fly. Right now they are static.
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