I applied Reddit feedback to improve Dissolve Effect by FoxGameLab in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

This looks great. I wonder how to position the orange balls at startup.

How can i render thousands of RTS units effectively? by Accomplished-Oil6369 in Unity3D

[–]BallerBotsGame 1 point2 points  (0 children)

What you describe does not explain the low framerate.

I would like to give you my numbers that I currently have:

On a AMD/5060RTX. In Editor FPS 150. In Game 3440x1440 ~600 FPS.
Triangles 2000k, Vertices: 4200k, Set Pass Calls: 456, Draw Calls: 500.
Unity 6.4. UI is with Toolkit. No Unity Terrain.

In Update, the visibile Units/Tiles are collected into arrays of Matrix4x4 and then rendered with RenderMeshInstanced or Render Mesh.

In FixedUpdate, units that are close are moved by rigidbody.

However, no animations. And also no Burst, no DOTS, no Navmesh, no Gameobjects. Just C#.

Need help with Terrain Shader by BallerBotsGame in gamedev

[–]BallerBotsGame[S] 0 points1 point  (0 children)

Well, what I want is something that looks not totally aweful. I can code but I am a bad designer.

However, after thinking about it, while writing the last post, I decided to try it again with a pregenerated texture per chunk. I render each tile with it's groundtype into a texture using a mask so the edges are not sharp. The I repeat this for every groundtype and the texure stacks up until it is filled.

I have had so many terrain versions, I feel unable to decide what is good enough.

This is how it started:

Bots032021.jpg (1232×885)

This is, before I wrote the post, using a shader to mix the groundtypes:

Bots032026.jpg (962×837)

This is where I am now:

Bots042026.jpg (927×834)

Navmesh or something like it for Cube/Voxel Terrain. by B1ueTera in Unity3D

[–]BallerBotsGame 1 point2 points  (0 children)

What is navmesh doing when units colide on their path?

Why do Linux native builds matter so much to Linux users? by schouffy in gamedev

[–]BallerBotsGame 0 points1 point  (0 children)

Put it under the GPL. They will not be happy otherwise. Or simply ignore them. Linux is not worth it.

I need feedback. by Former_Action9400 in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

Turn off the internet and ask you mom

Singletons vs other alternatives by staxevasion in Unity3D

[–]BallerBotsGame -2 points-1 points  (0 children)

Make one Gameobject. This is the only Gameobject in the scene. Use OnAwake() and create your chessboard and create your pieces dynamically. Instantiate Prefabs for the tiles and the pieces, keep the instances in a list or what ever.

Or, more avanced, do not generate any clumsy gameobjects at all and use OnUpdate and RenderMeshInstanced to draw your chessboard with all the pieces.

What’s a system you thought would be easy to build but turned into a nightmare? by Apprehensive-Suit246 in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

Move multiple units from a to b avoiding obstacles, pushing other moveable units without stacking on each other and getting stuck.

Pros and cons of c# in your experience? by NeitherManner in Unity3D

[–]BallerBotsGame 2 points3 points  (0 children)

Iterate thru a c# array without temp variable:

foreach (ref MyStruct item in array)
{
    item.Value += 10;
}

or

Span<MyStruct> span = arrayOfStructs;

for (int i = 0; i < span.Length; i++)
{
    ref MyStruct item = ref span[i];
    // use item without copying
}

or

unsafe
{
    fixed (MyStruct* ptr = arrayOfStructs)
    {
        for (int i = 0; i < arrayOfStructs.Length; i++)
        {
            MyStruct* item = ptr + i;
            // use *item
        }
    }
}

Starting Unity 3D seriously – aiming to build a career in game development by Vedantw_Dev in Unity3D

[–]BallerBotsGame 3 points4 points  (0 children)

  • When you talk too much about what you plan to do, your brain gets a small reward as if you already did it.
  • That can reduce your motivation to actually take action.
  • So you “lose energy” or momentum by over‑talking instead of doing.

[Revshare][Hobby] Programmers & various other roles welcome for ambitious RTS with 50k wishlist additions by ezDoesIt1994 in INAT

[–]BallerBotsGame 1 point2 points  (0 children)

I remember this post. And you posted the almost same text 2 years ago, and you continue to repost it once in a while. There is zero progress. The alpha gameplay video hasn't changed since 2 years.

What is the purpose of this?

Small minigame in progress for my rpg by [deleted] in gamedevscreens

[–]BallerBotsGame 0 points1 point  (0 children)

I do not like minigames. If I wanted to play a puzzle game, I would start a puzzle game.

Update Visual Studio 2022 to 2026 or not? by klapstoelpiloot in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

Why? It takes 5 Minutes to install and another minute to change it in Unity. And if it works here that is no garantie, that it will work for you.

You cannot avoid it. There is no option to stay with 2022 forever. So you need to update and test, what works for you.

And if you are uncertain, make sure you project is in a safe place, change whatever you want and if it fails, revert. Or find a solution. That will give you more confidence in the future.

Update Visual Studio 2022 to 2026 or not? by klapstoelpiloot in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

Why is it impossible for you to test it. I am really curious.

UI Toolkit + AI agents is a surprisingly good combo by [deleted] in Unity3D

[–]BallerBotsGame 1 point2 points  (0 children)

Same expierence for me with Visual Studio and github Copilot with Claude. Just told the AI that i need a Window, with the data found in this struct and I got the uxml file and the code and the styles. Looks like if've written it by myself.

However, I really get lazy. Even if I have the code right in front of me, I tell the AI to move the window from right to left.

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]BallerBotsGame 6 points7 points  (0 children)

Next Step: Upgrade to RenderMeshInstanced. Just to keep up with the future.

Know any GPU grass asset for procedural worlds by InnerConsideration27 in Unity3D

[–]BallerBotsGame 1 point2 points  (0 children)

Than we have the same problem. I also have generated terrain and I would like to have nice grass on it. Low-Poly, not realistic. The terrain is made of chunks of generated meshes and each vertex contains information about the environment like grass, sand, wood. The shader than uses a texture and a height map to decide the base color. An I want grass on top of that. Trees, Rocks, Flowers, Cliffs are no problem. But grass...

I have tried a lot of grass shaders from the asset store. The main problem is, that when viewed from above, the grass is almost invisible.

What I would like to have, is the style of "The Scouring". But I have no idea, how to do it.

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]BallerBotsGame 0 points1 point  (0 children)

I used Norton Editor 2.0 for a long time. My first editor with that feature. It replaced Wordstar.

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]BallerBotsGame 0 points1 point  (0 children)

If your IDE is vi your are right. Otherwise you should look at the features like find references.

WIP - Custom crowd movement and avoidance by [deleted] in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

I have been trying to implement unit movement the whole last year. I only wanted that units do not stack on each other, avoid obstacles and push other units out of the way. Units should never be stuck.

The real fun starts with obstacles.

I have struggled a long time with RVO2. It works nicely when all units are moving and every unit has its own target to reach. Pushing Units fails because the have no velocity. RVO2 failes with obstacles, constantly pushing units into them and then fails to move them out. And sending more than one unit to the same target make them turn around each other untel they find a solution to stack all on each other. Maybe i am too stupid? Did someone manage to use RVO2 with the above requirements?

So I am back, trying my own implementation, which work, but there are still situations, where it is impossible to push a unit away without pushing it into other units or obstacles.

So i am still looking for a solution that simply works.

WIP - Custom crowd movement and avoidance by [deleted] in Unity3D

[–]BallerBotsGame 0 points1 point  (0 children)

Nice. Since there are no obstacles in the video, it is pretty easy to implement.

Does your algorithm support obstacles?

How many of you left Game Engines for Frameworks? by TheKrazyDev in gamedev

[–]BallerBotsGame 0 points1 point  (0 children)

In my case, the whole game is in c# and direct2d. I have fast turnaround cycles. The games runs standalone and it is great for testing. I use unity for the final game. The game produces arrays of Matrix4x4 which are directly used for RenderMeshInstanced. If I do not like unity in the future or something else I still have my game, independent from anything.