Unexpectedly satisfying stress test of my physic based game prototype - up to 200K physic driven enemies
Full video in better quality here : https://t.co/nCGtFP1Cm1
@thomas_voland Luke Ross GTA 5 vr mod is still available on his github, the dmca happened because he was charging for his mods, he only had to ditch the paid version. I don't charge anything for this mod and nothing in it's files belongs to R*. My mod *should* be allright.
I just released my UEVR Plugin for San Andreas Definitive Edition in full first person VR with 6DOF motion controls. Enjoy !
Available here : https://t.co/WznoZH7wuj
Full source code : https://t.co/ezKC4TuG2B
@At0mium_ Merci pour ta fièvre contagieuse du gamedev alimentée depuis l'époque jvc <3 Mais dis moi c'est par où les médocs pour calmer cette obsession maintenant ?😂
Optimization master level self granted😎
Stable smooth 90 fps in VR for 20k physic enemies, their 60K mecanic squid tentacles, up to 40k floating physic collectibles. 🥳Oddly relaxing visually.
Video in better quality : https://t.co/9Qodwh7083
Following previous post, build performance allows to crank the numbers up so here's some smoothly colliding swarms composed of 40K dynamic physic bodies.
#UnityDOTS#ECS#Indiedevs#indiegame#gamedev
Back again with some optimizations : I think I found ECS physics' secret sauce.
20 000 physic entities - 130fps in editor (previously 90)
#UnityDOTS#ECS#indiegame#gamedev
Still pushing Unity Dots Physic limits. 25k physic driven enemies + more than 50k physic collectibles + VFX graphs & Shader graphs = absolute chaos !
I should decrease these numbers a bit for VR to keep a stable 90fps w/o asw but looks like I could increase it for flatscreen. \o/
@WindygekoTV I hate to bring bad news but, this project is kinda dead. I'd love to work on it but I need to pay the bills and recreating everything from scratch takes way too much time.
I'm waiting for the official Bonelab modding SDK to port and continue my Boneworks mod there.
wip : a few AI and audio bug fixed, Famas model remeshed for VR, some pause menu settings added, aim and fire npcs animations fixed for famas and Soliton test.
@WindygekoTV np. I shared the latest build (the choking mechanic one) with the input layout here : https://t.co/9wEhcZzhnw
It was just a test build so, far from bug free, only one soldier spawn and if I recall correctly, the radar position is off due to debugging on flatscreen.
@DerpedCrusader@charshenton Probably at some point according to @charshenton , once the rendering efficiency will be improved. For now it can be converted into a mesh to be used traditionally.