Well it looks to me that it is because the red is able to win even if it has less casualties :/
Also maybe add a speed slider so we can do fast simulations?
Thankz! As for the rendering algorithm, you might want to check out my Rasterization scenario, it has nicely commented code and could be really helpful. There are also great websites out there, just do a search on rasterization and I'm sure you'll get a lot of good sites. The code here really all boils down to a 3D to 2D point projection method, which takes a point in 3D, and is able to 'project' it onto the 2D medium of your screen. After that its just a whole bunch of code to connect the right points and fill polygons ect...
2010/2/5
BattleBasicAI
2010/2/4
BattleBasicAI
2010/2/2
BattleBasicAI
2010/2/1
BattleBasicAI
2010/1/23
Castle Storm II
2010/1/22
Castle Storm II
2010/1/19
Castle Storm II
2010/1/18
Connect Four
2010/1/18
Space Race!