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WIP Small Works Game / Programming Thread

Discussion in 'Works In Progress' started by Tim-C, Aug 6, 2012.

  1. Muhsin-Kaymak

    Muhsin-Kaymak

    Joined:
    Dec 12, 2010
    Posts:
    185
    WIP Combat Vehicle AI

    fire_aim3.PNG
     
    BlendCraft and Antypodish like this.
  2. iamvideep

    iamvideep

    Joined:
    Oct 27, 2017
    Posts:
    68
    Hello everyone, I just started with writing geometry shaders. The concept is to create enhanced hair sim shaders going further which would be open to contributions. My approach is to go step by step. Here in this post I would like to display a shader which adds spikes during run time. Latest update is that I have added shadows. Please view the image attached as a reference.

    Anyone with a github account can feel free to contribute here:
    https://github.com/theMaxscriptGuy/Unity_Dev-BasicGeometryShaders

    Next Up:
    1) Adding lighting module
    2) Adding support for physics simulations
    3) optimizations

    Please do comment on this post!
    Cheers!
     

    Attached Files:

  3. Enixoid_v2

    Enixoid_v2

    Joined:
    Mar 11, 2014
    Posts:
    35
    D.O.C. tps gameplay:



     
    Last edited: Nov 25, 2018
  4. Muhsin-Kaymak

    Muhsin-Kaymak

    Joined:
    Dec 12, 2010
    Posts:
    185
    Tank Track Physics! (WIP)

     
    mgsvevo likes this.
  5. Ordnas006

    Ordnas006

    Joined:
    Jun 5, 2016
    Posts:
    44
    My last prototype is now playable (link in the video description):

     
    Shinobi1507 and RavenOfCode like this.
  6. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    441
    My next RTS game start to be really cool to play, and I am still using only 1 cpu core for all movements and Unity5.
    I am learning how to use job system in Unity 2018, I hope to reach 2000 Vs 2000 units on Mobile.

     
    John3D, Shinobi1507, ihgyug and 4 others like this.
  7. Muhsin-Kaymak

    Muhsin-Kaymak

    Joined:
    Dec 12, 2010
    Posts:
    185
    I started a small side project that I will be working on now and then to get my mind of my main project.
    This game is an Alien Invasion Game, but where you are the alien.

    world.PNG

    Video of me destroying the planet:
     
    Last edited: Dec 31, 2018
    John3D, bzdur and RavenOfCode like this.
  8. Muhsin-Kaymak

    Muhsin-Kaymak

    Joined:
    Dec 12, 2010
    Posts:
    185
    Deploying Space Minions

     
    bzdur and Antypodish like this.
  9. dreg_master

    dreg_master

    Joined:
    Jan 4, 2016
    Posts:
    37
    Nice, I like the style.
     
    Vanamerax likes this.
  10. Muhsin-Kaymak

    Muhsin-Kaymak

    Joined:
    Dec 12, 2010
    Posts:
    185
    Tank Treadmill Physics Test 1 - Tank Drop

     
    John3D and Antypodish like this.
  11. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    Hey everybody! I recently created a (very) simple FPS game and published a free demo, I'd love some feedback on the game, bug reports and other things like that! If you would be willing to download the (free) demo and send me a review via e-mail or the unity forums it would be greatly appreciated!
    Thanks, Phantom Programming

    Demo link: https://gamejolt.com/games/TitanCore/388189
     
    Last edited: Jan 16, 2019
  12. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    3,497
    I really suggest you take away your email, or you say welcome to spam bots ;)
     
  13. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    Just thought about that. :p
    Are you interested in testing my game out or no? Either way is fine, no pressure. ;)
     
  14. Shinobi1507

    Shinobi1507

    Joined:
    Sep 8, 2010
    Posts:
    208
    I tried it out, made it to Forest II (which I feel is nearly unplayable).

    Overall it's good for something simple.

    The Good:
    - There are more than just one enemy type
    - Bullets are projectiles so you can bounce them off stuff (especially rocks, which made some funny moments, like me killing myself)
    - Variety in levels
    - Consistent Styling

    The Bad:
    - The forest levels are entirely too dark (which I know is the point, but) they need some ambient light in order to be playable. I made it through the first forest level by abusing some things below but II was far too hard with the bobcats
    - The collection distance of the chips, sometimes I would run past one and it wouldn't count even though I was sure I touched it.
    - Self damage (It really only screwed me in the small chip room on hanger because there would be a small pool of bullets on the floor that would touch me and kill me)

    The Ugly (Bugs or other things I broke):
    - Try and make collisions or collision geometry thicker. I was able to abuse the heck out of that and phase through almost every wall if I tried hard enough. (Village is a piece of cake if you do that) It also lets you stick the gun through a wall (especially on hanger) and just shoot everything through the wall even if they can't get you.
    - With the collision stuff, try to make the player's rigidbody set to continuous. Another thing I abused was pushing myself into other objects and just flinging myself into the air. It's how I got through the forest I, I just shot myself into the air and landed on the various chips.
     
  15. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    Thanks a bunch for the review!
    Okay, so the player's rigidbody being set to continuous would help?
    Also, how would I make the collision thicker?
     
    Shinobi1507 likes this.
  16. Shinobi1507

    Shinobi1507

    Joined:
    Sep 8, 2010
    Posts:
    208
    Not sure if this is the thread to go into further detail so I'll PM you as well but just real quick for anyone that sees it; setting collision to Continuous on the player should help both problems. If you're on 2018.3, Continuous Speculative was added as well so you could try that.
     
  17. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    3,497
    Pure ECS Octree WIP testing.

     
  18. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    3,497
    I don't know, but I always somehow was fascinated, with tank tracks how they work ;)

    Why wont you create your own WIP thread, if you don't have yet? You could collect your feedback there. Would be easier to find such for yourself later. And keep updated.
     
    Muhsin-Kaymak and Shinobi1507 like this.
  19. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
  20. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    3,497
  21. bzdur

    bzdur

    Joined:
    Mar 23, 2017
    Posts:
    45
    Just started it few days ago. I think everybody knows what it's it :)



    ... and some more....

     
    Last edited: Jan 26, 2019
    eaque likes this.
  22. bzdur

    bzdur

    Joined:
    Mar 23, 2017
    Posts:
    45
    use perlin noise.
     
  23. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    That looks nice!
    The fps looks iffy, maybe that's just the video though.
     
  24. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    Any thoughts on this?

     
    RavenOfCode likes this.
  25. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    847
    It looks interesting, but it seems to lack any juiciness. I personally believe the core of any action game is the feel. You want to make the player enjoy simply shooting their gun or swinging their sword, regardless if there is anything there to hit or not. While this game looks like it has a lot of mechanics (enemies, levels, etc.) it seems to lack that juicy feeling in the players actions (things like recoil animations, screenshake, sounds fx, etc.).

    It has potential but definitely needs some polish!
     
    Slaghton likes this.
  26. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22

    Thanks for your thoughts!
    I added a screen shake to a boss fight later in the game, the recoil is a good idea.
     
    RavenOfCode likes this.
  27. Dag-Tholander

    Dag-Tholander

    Joined:
    Jul 16, 2014
    Posts:
    54
    upload_2019-1-30_16-45-8.png
    (WIP) Screenshot from my infinite minecraft-style terrain, generated by layering perlin noise. Supports caves, overhangs etc.
     
    RavenOfCode likes this.
  28. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    [WIP]
    As I've said earlier I'm working on a battle simulator and I'm wondering if there's a way to optimize my game to support more AI agents. Any thoughts?

    Here's the link to test out the game if needed:
    https://gamejolt.com/games/BattleSimulatorBeta/391319

    Here's the AI locate code:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.AI;
    5.  
    6.  
    7.  
    8. public class AILocate : MonoBehaviour
    9. {
    10.  
    11.  
    12.     public LayerMask detectionLayer;
    13.     private Transform myTransfom;
    14.     public NavMeshAgent myagent;
    15.     private Collider[] hitColliders;
    16.     private float checkRate;
    17.     private float nextCheck;
    18.     public float detectionRadius = 180;
    19.     public bool moving = false;
    20.     public float extraRotationSpeed;
    21.  
    22.  
    23.  
    24.  
    25.  
    26.     // Start is called before the first frame update
    27.     void Start()
    28.     {
    29.         myagent.enabled = true;
    30.         sir();
    31.     }
    32.    
    33.  
    34.  
    35.  
    36.     // Update is called once per frame
    37.     void Update()
    38.     {
    39.             CheckIfInRange();
    40.             //extraRotation();
    41.  
    42.     }
    43.  
    44.     void extraRotation()
    45.     {
    46.         Vector3 lookrotation = myagent.steeringTarget - transform.position;
    47.         transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(lookrotation), extraRotationSpeed * Time.deltaTime);
    48.  
    49.     }
    50.  
    51.     void sir()
    52.         {
    53.             myTransfom = transform;
    54.             myagent = GetComponent<NavMeshAgent>();
    55.             checkRate = Random.Range(1.2f, 10.2f);
    56.         }
    57.  
    58.         void CheckIfInRange()
    59.         {
    60.             if (Time.time > nextCheck && myagent.enabled == true)
    61.             {
    62.                 nextCheck = Time.time + checkRate;
    63.  
    64.  
    65.                 hitColliders = Physics.OverlapSphere(myTransfom.position, detectionRadius, detectionLayer);
    66.                
    67.  
    68.             if (hitColliders.Length > 0)
    69.                 {
    70.                 myagent.SetDestination(hitColliders[Random.Range(0, hitColliders.Length - 1)].transform.position);
    71.                     moving = true;
    72.  
    73.             }
    74.             else { moving = false; }
    75.  
    76.             }
    77.         }
    78.  
    79.  
    80. }
    81.  
     
  29. zugsoft

    zugsoft

    Joined:
    Apr 23, 2014
    Posts:
    441
    You check the range only 1.2-10.2 seconds :eek:
    It's already very slow.

    In my game Clash on the Moon RTS, I can handle 2000 vs 2000 units .
    You have to stop to use Physics components, and calculate the distance in a separate Thread, or use the new ECS system
     
  30. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    Sorry I changed that line back to 0.2 - 1.8

    How would I go about that?
     
  31. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    847
    Google it.
     
  32. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    @RavenOfCode
    I've done that a bunch, that's why I posted here.
    I even asked a game developer, he said to use LODS, which I'm trying now, is there a way to tell how far the camera is from an object?
     
  33. RavenOfCode

    RavenOfCode

    Joined:
    Apr 5, 2015
    Posts:
    847
    First google result about LOD's in Unity.

    Also LODs are only going to improve graphical performance, which is probably not the only issue with large scale AI agents. ECS would be useful in helping if you want massive numbers of units.

    We're all game developers here bud lol
     
  34. Ph4nt0m8

    Ph4nt0m8

    Joined:
    Jan 16, 2019
    Posts:
    22
    @RavenOfCode

    Sorry, by game developer I meant somebody who published a game with the same type of AI.
    I'll look into the ECS, thanks!
     
    RavenOfCode likes this.
  35. BlendCraft

    BlendCraft

    Joined:
    Nov 2, 2014
    Posts:
    267
    Ace Pilot WIP

    Getting the look and feel of Ace Combat
     
  36. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    535
    Ace?..Me Too! Ace F-22 Dogfighter.
    we are on the exact same path,I will be using weather maker clouds..and working on new materials and terrains, maps, missions, and new flight physics.

    Your in the beginning of a long journey..good luck!
     
    RavenOfCode likes this.
  37. dan_wipf

    dan_wipf

    Joined:
    Jan 30, 2017
    Posts:
    34