If you use #Flutter, I'm sure you have noticed how slow cryptography could be with the native libraries. I have just published my secret sauce, BoringSSL FFI for flutter
https://t.co/QdiptEpyVY
It's open source, in production for over a year. blazing fast, for Android and iOS
@AdilAlsuhaim@Google You got so used to over-the-air updates that you forgot that iPhone and iPad used to require a Windows/MacOS computer with iTunes and an Apple account to update the OS. The process was pretty much offline and took a looong time
Then I used the texture of both meshes to make the lightning effect visible from any angle. With a little shader magic, I applied alpha, and a little over lay color to make it start blue-ish then fade to yellowish and disappear all within 400ms
Building construction in #DroneWars is finally done. Is uses an approach similar to one of my favorite games Red Alert 2 (Spend-then-place). Also, I hope you noticed the new UI on the right. I'm going for a sci-fi look for the UI to match the theme of the game.
Long story short, I used everything thing I have learned over the past 30 years in development to make this. It looks like it should be an easy thing, but it's far from that. This ranks in the top 10 hardest problems I have ever dealt with!
The solution was closer to distance sorting. Sort X and Y distances separately! then start assigning based on the direction vector taking either X or Y as the main loop and the other as the inner loop based on the direction vector!
This turned out to be a much more complex problem than I though. You cannot process this like other things every frame! The way this is done is using area detection with masks so units don't detect friendly units which would be a CPU nightmare.
The boring details for people who like game dev:
Spawning new units was the easy part. But I finally managed to get the buildings to act like buildings. The other part of this is the detection. This has to be lightweight enough to work with 100s of units moving around the map...
The trick is to "fake" high detailed mesh with good materials and normal maps. For example, the ground is actually flat. The bumps you see there are just an optical illusion with lights and shadow.
Creating good art work for the ground is a lot more work that I thought. All the tricks I have learned over the years working on Blender rendering is useless in game dev. The fact the poly count is everything for real time rendering make it impossible to make good designs ...