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RTS game terrain data structures. Are grids / contours a method? What is standard?

Hi
In my last RTS (senior year) I was happy enough for it to have no-terrain, and just be a networking Java project for unit movements and proximity related triggering.

I think I have better networking now. I did my first one entirely with UDP networking because the university LAN was so reliable. Now that I have TCP working, I will add UDP in for speedy state increments. I want to start the gaming side correctly. I could do the terrain in an X x Y grid, or I could do it with geometric contours?
I think Age of Empires and Starcraft 1 and Warcraft 1,2 were grids. Warcraft 3 , Age 3, Starcraft 2 are 3D terrain. 3D would be nice, but it is not paramount, if it is too much for Java to handle. I'd prefer to be 2D to save those headaches, then. I'm more interested in the gaming than the production. But a Martian combat 3D landscape might look good. ( "See you at the party, Richter" - Quaid, Total Recall)
Any thoughts?
Thanks
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Thanks

I am preparing to begin my terrain system,
In my senior year, my RTS has no terrain, and was mostly an exercise in networking and game loop. That was, in a sense, my very, very simple game!

I am certainly not going to jump into 3D today!
Thanks
What does a data structure look like for an octagon system? Is that another question?
you ask -
"What does a data structure look like for an octagon system?"

your question is too general for me as "data structure" could be many diferent things. Just to talk at you, as I remember, you need to have figured out how many octs you will have in your grid pattern, You can then numerically address or access them from a data storage, There are several Different way to have them be addresed by their "location" relative to map areas, AND by the adjoining (border octs) for movement reference.

I do not remember much, as all different game set ups have different data storage (usually some sort of database filter engine). As to what you store in the "location" data, for your grid system, it depends on the way you have set up your access and layout of grid. You can think about it some what, as a chess board rectangular grid system.
The things that need to be considered for location will depend on what you need for game play, but there are more than a few, and can be a hundred or more. (Game play and placement are different for the Game Play for different types of game).
Sorry, There is quite a lot to Game Design and the software testing (if-then-else) programming needed to keep track of the few factors in your game OR the thousands of factors in a more enjoyable interactive game.
I can not tell you much more, as I said this is an OLD-OLD subject, "game programming" has so much online, that you need to look at it.

Maybe someone else That currently does some game programming, will comment here for EE, and can suggest some palaces to start.