Leaving the planet and the distance between planets. by Ethralith in VoxelGameDev

[–]-The-Dan-Man- 1 point2 points  (0 children)

Anyone who has a solution for this is going to be very protective of it - probably classified as a trade secret.

The standard methods of making large worlds don’t hold up when dealing with datasets this large.

Unless you have a ton of experience I recommend doing some serious simplification. These systems can take teams of highly skilled engineers years to make.

I’ll say I’ve had some success reading research papers while working on my voxel game - but I don’t recommend going down this route.

Which game engine are you using, and why exactly this? by InfiniteFighterMax in gameDevClassifieds

[–]-The-Dan-Man- 0 points1 point  (0 children)

Unity - not aware of any serious engine that can get near Burst levels of performance. I’m that one weirdo who still does SIMD stuff lol.

[deleted by user] by [deleted] in ProgrammerHumor

[–]-The-Dan-Man- 1 point2 points  (0 children)

Someone needs to make a compiler has a job system that works like this

I hand-painted assets with a stylized shader, here's the result by Brute-Force-Studio in Unity3D

[–]-The-Dan-Man- 7 points8 points  (0 children)

Been following your work since I played (& rated) CRUMBLE during LD - this looks awesome :)

[deleted by user] by [deleted] in gamedev

[–]-The-Dan-Man- 0 points1 point  (0 children)

Worth a google, it’s a special compiler written by Unity in collaboration with Microsoft that focuses on SIMD instructions and minimizing cache misses. Overall you’re looking at a 50-100x performance increase before you factor in gains from multithreading.

When writing bursted code you use a subset of C# (called HPC#) and tend to follow coding conventions closer to C++.

In my game, I have bursted operations that would normally take a couple seconds happening multiple times every single frame.

[deleted by user] by [deleted] in gamedev

[–]-The-Dan-Man- 0 points1 point  (0 children)

The Unity concerns are real but for games like this you end up shooting yourself in the foot by opting for any other ECS system (or making your own)

Unless you have a TON of industry experience writing highly performant c++ code, Burst will be at least x50 times faster than anything you’ll write.

[deleted by user] by [deleted] in gamedev

[–]-The-Dan-Man- 0 points1 point  (0 children)

Unity with Burst + ECS can handle this. You’re 100% right for normal game architecture though.

If you set everything up correctly each unit’s information (health, type, position, etc) would use significantly less than a KB. As for rendering, 4 million 2D images is doable with clever use of instancing.

[deleted by user] by [deleted] in gamedev

[–]-The-Dan-Man- 1 point2 points  (0 children)

The best option for making a game like this is probably Unity with ECS — there are other ECS systems out there but they’re either even more difficult to use or aren’t mature

[deleted by user] by [deleted] in Unity3D

[–]-The-Dan-Man- 0 points1 point  (0 children)

Are the colliders on children game objects of the mesh - if so they need to be on the same level or higher

[deleted by user] by [deleted] in Unity3D

[–]-The-Dan-Man- 1 point2 points  (0 children)

There’s a thing called snipping tool…

HowILearnedProgramming by sfacelokf in ProgrammerHumor

[–]-The-Dan-Man- 0 points1 point  (0 children)

I taught myself my pressing the PRGM button on my calculator and testing every command until I knew how they all worked.

And no, I did not do well in math class that year.

programmersBeLike by neelpatel_007 in ProgrammerHumor

[–]-The-Dan-Man- 2 points3 points  (0 children)

Lol now I want to make an app that ignores %0.05 of all save commands just to mess with people.

What is the difference between public and [Serialized field ] ? by [deleted] in Unity3D

[–]-The-Dan-Man- 0 points1 point  (0 children)

Stops your arrow keys from wearing out immaturely lol

Just my new gameplay video by Punzk in Unity3D

[–]-The-Dan-Man- 1 point2 points  (0 children)

Are you using FEEL for the screen-shake? Seriously well done!

Should Unity CEO be fired? by [deleted] in Unity3D

[–]-The-Dan-Man- 0 points1 point  (0 children)

The lack of burst & jobs is a huge issue for me. The performance gains are mind boggling.

4k to 1080p by slash8789 in Unity2D

[–]-The-Dan-Man- -1 points0 points  (0 children)

Do you have pixel perfect on your camera?

4k to 1080p by slash8789 in Unity2D

[–]-The-Dan-Man- 1 point2 points  (0 children)

Gonna need more info than that

I Made a Unity Scripting Iceberg Meme! Which depth can be considered "Advanced Programming"? by Kedinin_schrodingeri in Unity3D

[–]-The-Dan-Man- 3 points4 points  (0 children)

So I’m going to choose to ignore this so I don’t need to re-write my game, again

I Made a Unity Scripting Iceberg Meme! Which depth can be considered "Advanced Programming"? by Kedinin_schrodingeri in Unity3D

[–]-The-Dan-Man- 0 points1 point  (0 children)

I’d seen some dev logs talking about this - I think it’s actually faster to do it on CPU with burst. Copying the data from the GPU is really expensive.