Search Unity

Assets Massive Air Battle AI

Discussion in 'Works In Progress - Archive' started by hermitmode, Sep 15, 2020.

?

Are you interested in this asset?

  1. Yes

  2. No

Results are only viewable after voting.
  1. hermitmode

    hermitmode

    Joined:
    Sep 15, 2020
    Posts:
    43
    Hey everyone, I am working on an asset that focuses on massive air battles for prototyping up to full development. Its based on systems built for the early access title "Emu War!" released on Steam. It comes with two demo scenes, a plane battle and a dragon battle to showcase the versatility of the logic.

    It consists of opposing spawners that use pooling for individual units that target opponents randomly and attack when close enough. Each unit has a rigidbody and collider setup making them interactable and "real", they are not particle based swarms.

    Plane weapons include a bullet pooling system while the dragon attack uses particle effects with custom logic for damage.

    400Dragons.png

    Also included are WIP user controllers.

    Current benchmark statistics are:
    (averages based on i7 4ghz 16GB RAM, GTX 1070 4GB)

    Plane Dogfight:
    50 Planes = 1.6ms average (587 FPS)
    100 Planes = 2.8ms average (375 FPS)
    150 Planes = 4.3ms average (269 FPS)
    200 Planes = 5.7ms average (166 FPS)
    400 Planes = 24ms average (40 FPS)

    Dragon Battle:
    50 Dragons = 2.5ms average (444 FPS)
    100 Dragons = 4.8ms average (234 FPS)
    150 Dragons = 7.2ms average (150 FPS)
    200 Dragons = 10.8ms average (92FPS)
    400 Dragons = 31ms average (35 FPS)

    This is with full effects enabled (blood particles, fire particles, animated dragons)
    Animated dragon models, plane models and destroyed versions included!

    Any questions or general thoughts are appreciated, or even requests. I am a self taught developer so I will try my best to cater to requests. Thanks!

    Current shots sans post processing:

    dragonshot2.png
    dragonShot1.png planeShot2.png
    400Planes.png
     
    Last edited: Sep 16, 2020