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