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Posts by Nitis

Video

500k boids, via compute shaders.
After the recent forced hiatus, I'm looking for ways to drastically improve how many units my RTS can handle.

Download: nitisdev.itch.io/souls
Music courtesy of 禊-misogi-

#indiedev #computeshader #boid #unity

1 month ago 4 0 0 0
Video

Added a basic VR mode to my RTS. It took some reworking of the input and GUI systems to keep the code clean, but the result is fun... provided you’re not afraid of heights.

#gamedev #indiedev #realtimestrategy #rts #virtualreality #vr

9 months ago 5 4 0 0
Video

Replaced the old system where each unit had a single attack with one where they have a list of possible actions, each with its own conditions. This means units with more complex abilities will be possible.

#gamedev #indiedev #realtimestrategy

10 months ago 12 2 0 0
Video

Fog of war is now blocked by buildings (or smoke), making ambushes and infiltration possible.

Vision-related systems (targeting, fog of war, radar, etc) used to be separate, but this update revamps them to share the same data & rules.

#gamedev #indiedev #realtimestrategy #stealth

10 months ago 5 3 0 0
Video

Radar view is now working.
For performance reasons, it reuses data from the target-search broad phase. It will need some playtesting to see whether the resulting low resolution is actually a problem.

#gamedev #indiedev #realtimestrategy #minimap

11 months ago 5 1 0 0
Video

Expanded squad selection beyond just a single one.
The game now has the classic box selection, adding/removing, control groups, and shortcuts to select all-in-view/all-of-the-same-type/entire-army.

#gamedev #indiedev #realtimestrategy

1 year ago 5 2 0 0
Video

Added drop shadows, with some minor shader trickery to hide when they clip into the ground and a few changes to how rendering components are stored to avoid each shadow becoming an additional entity.

Reasonably happy with the difference it makes.

#gamedev #indiedev #shadows

1 year ago 18 4 0 0

Thanks!
It's mostly achieved by soldiers not having 'hard' colliders, instead relying on boid behavior with very short ranges and very high repulsion forces.
They don’t have proper avoidance logic yet, so they can still get stuck, but the technique is cheap and works in most cases.

1 year ago 1 0 0 0
Video

Squad selection has been reworked to be more user-friendly and less buggy.
The same goes for the GUI, though it's still a first draft and heavily inspired by existing games.

#gamedev #indiedev #realtimestrategy #rts

1 year ago 7 3 1 0

Which algorithm did you use exactly?
This is the first time I've seen those meshed patterns on the spheres of similar fractals.

1 year ago 1 0 1 0
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