@Kappische AAA studios do it all the time and have been for decades. I think it is maybe more noticeable for indies, where you could see many packs thrown together without much effort.
@thomasbrushdev Itโs insane I donโt remember having that fear still few months ago what I was working on. Now I saw horror stories about stolen games I am being paranoid, and thinking about marketing has become huge anxiety inducing
Oooh nice ! I think Godot will be the next engine I will look into after this project, I see so much good stuff on there !
I am not using physics here to handle the collisions, that wonโt be possible ( to my knowledge ) otherwise.
For each frame and every unit I calculate where they should be next frame, then if multiple units are within their radius agents, I push each direction vectors back with that new information, so it goes in iterations, but because positions are just data it is still fast to calculate. Hope that makes sense !
I feel like I went down a rabbit hole optimizing my horde system, now I have the damage interface done I might call it a day and work on the actual game content. I feel really good about where this is going to take my game, but man about 7 weeks went away.
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@SpiritRamenGame They are actors! There is definitely a lot of ways to do hordes, I didnโt tried properly with Niagara though but it looks interesting and many possibilities with it
@SpiritRamenGame I didnโt used mass, I made my own crowd solution where I centralized all movements, and the rendering is a vertex animation textures indeed !
@MilikaTepa Oops sorry I didnโt get note of your comment ! For the movement they are using a batched simulation, but I exposed events to be able to individually control them if needed, that will be useful with different types of enemies etc. Since they are actors, I can swap them too
Finally days of optimisation is FINALLY paying off. Was hitting a wall with moving my enemies at 300+ instances, now running smooth at 5k-10k enemies, which will be enough for The Last Dwarf. Have to do damage interface now, but for now I am celebrating small progress! #gamedev
Day 16 optimizing movement for my tower defense game, Ramps were a pain to make work, especially with flowfields, but now I can have precise control on congestions, and some agents can also get pushed aside due to units putting pressure on crowded space
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have been working integrating my crowd system in my game the past 2 weeks, added many stuff including steering and velocity per agents, it makes movement way more fluid and natural especially at congestion places
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