Paragons are mysterious faction of occultists that use phase shifting and cloaking ships based on that funny yellow balls full of energy.Hard to hit something when it constantly changes it’s position, right?
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I’m the creator and producer of an upcoming visual novel / video game.
My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games).
Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable!
If you are interested please contact/message us today! OConQuestGame@gmail.com
By Kamal Wafi
i recently start learning unity and im working in my first game ,
I was wondering if unity had functions to support the motion control effect (tilting screen to move character) you see
in doodle jump (which is 2d game) ? If it exists, what are they called? and how it works ?
For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
100 pawns: 250 - 450 FPS
150 pawns: 160 - 300 FPS
200 pawns: 90 - 150 FPS
250 pawns: 50 - 100 FPS
There is very little extra happening in the game outside of rendering the tilemap.
I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.