We're making a mini-adventure game for https://t.co/dyrelEfBMl called Project Shoreline!🌊🐚🪷
🏖️ Explore a corrupted beach
🔫 Clean it using your watergun
✨Restore the shoreline
Join Discord to get early & exclusive updates👇
https://t.co/LzdLTijs3m
#CozyGames#Adventuregame
Q: What engine do you use?
A: Unity Engine, using Universal Render Pipeline. I do not use any 3rd party packages or implementations apart from A* Pathfinding Project by @halfvoxel. All game systems were created from scratch, including filesystem, serializer, AI, and others.
@CardThinker Removing objects is exactly the same as adding them. If you were using a GraphUpdateObject, just do another graph update after removing the building. If using a NavmeshCut, just delete the NavmeshCut.
I wanted to point out some plugins/assets we're using in Demon Turf that were made by incredible people!
Dialogue system uses Fleece by @KaiClavier & the fonts are by @ChevyRay!
Pathing uses A* by @halfvoxel & environments are mostly using ProBuilder/Polybrush by @ProBuilder3D!
Got rid of the old pathfinding and spent some pounds on @halfvoxel's A* pathfinding project.
It's super fast and took barely half a morning to integrate.
You're a hero sir.
Time to say farewell to students running in circles forever.
@alexhoare1 Also please use the support forum for future questions. Twitter is absolutely horrible for technical support due to the length limit.
https://t.co/BjsSz8uVJU
@alexhoare1 It will calculate a path to the closest point to the destination which it can reach. So it will be a valid path, even though it may not be the one you wanted. The example code for IsPathPossible shows how you can check if you can reach a specific point. https://t.co/SQDq5V6zOP
@artofsully Thanks Sully!! Btw I ended up using the Astar Pathfinding Project by @halfvoxel you linked a few months ago. Its really awesome and smooth.
New features: I'm using a Unity implementation of my server, a pathfinding plugin (thanks @halfvoxel) and some animations.
I can synchronize position and rotation easily because I spent a lot of time in the snapshot interpolation.
#madewithunity#gamedev#indiedev#rts
@gustav_olsson Ah. Yeah I think that will give you a mathematically identical result. :) I think mine requires one fewer square root though, which might be nice for performance.
@gustav_olsson So you have one of the axis of your basis (your vector that moves around), and you want the 2 others, but you don't really care what they are as long as they do not change too quickly? You could keep the last basis and find the closest new basis perhaps? https://t.co/dG0BJB4rGO