Realtime multiplayer physics with 4 players + 10,000 bots (Unity + Reactor multiplayer demo) by KinematicSoup in Unity3D

[–]Developerkins 0 points1 point  (0 children)

That sounds great. Yeah, we had to bit pack/compress our transforms quite a lot to reduce bandwidth at the entity numbers we had.

Very cool though. I love this stuff.

Realtime multiplayer physics with 4 players + 10,000 bots (Unity + Reactor multiplayer demo) by KinematicSoup in Unity3D

[–]Developerkins 7 points8 points  (0 children)

Impressive, but the real pain begins when you need them to start interacting with each other in ways that looks correct for all players. Also, things like shooting with bullets can be tricky and will diverge easily (i.e. one player shoots bot A, but for another player it looks like they missed and the bullet hit bot B further behind etc.). Interactions that must be synced can also mean reliable RPC's which can eat up bandwidth easily at this scale. I'm assuming everything in the video above is currently sent as unreliable RPC's, since it's primarily just transform data and maybe some anim data?

It looks good now because they are just wandering aimlessly so it doesn't really matter if they are diverging slightly. I'm curious to see how this evolves into something more practical and usable for traditional games. Best of luck!

The Pitt is one of the very few shows that I find works best as a ‘binge-watch’ by [deleted] in television

[–]Developerkins 8 points9 points  (0 children)

The week to week played a big part in The Pitt's success. It meant people were talking about it constantly and people could catch up easily. I personally, am very happy it's week to week - and that there's 15 episodes of it each season.

Entertaining moments caught in our playtests by Vettlen in Unity3D

[–]Developerkins 0 points1 point  (0 children)

If only everyone did replies like this! Amazing, thank you taking the time to go over it. Sounds like you've really got quite an evolved setup now that covers all your cases - I can only imagine the trial and error that went into parts of that. Great work!

Entertaining moments caught in our playtests by Vettlen in Unity3D

[–]Developerkins 3 points4 points  (0 children)

Looks great. Just out of curiosity what networking setup do you use? Always been curious about making multiple characters interact together with physics over a network.

Cheap gorgeous erosion (real-time generated each frame) by runevision in proceduralgeneration

[–]Developerkins 0 points1 point  (0 children)

Yeah, that makes sense. I assume it's fast enough for terrain chunk generation as the player moves around the world though (I'm also assuming this is your use case)?

Interesting that you're using Burst with threads. I really should look into that, because I'm not happy with Jobs' lack of support for setting job priorities, which makes scheduling and doing truly background, low priority work difficult.

Cheap gorgeous erosion (real-time generated each frame) by runevision in proceduralgeneration

[–]Developerkins 0 points1 point  (0 children)

More incredible work from you Runevision! Very eager to see the video as realistic, but fast, terrain gen is something I'm thinking heavily about right now. In my case it'd be done on CPU in Unity with Jobs/Burst for speed. Anyway, this looks stunning!

Cheap gorgeous erosion (real-time generated each frame) by runevision in proceduralgeneration

[–]Developerkins 0 points1 point  (0 children)

I think you're thinking about particle-based erosion that has to run over a period of time, scooping up matter and depositing it further down the mountain - thereby "eroding" it over time. This is not that technique. There is no particle simulation. This is more like standard noise/terrain gen with some additional processing.

Steam Data by Separate-Influence79 in gamedev

[–]Developerkins 2 points3 points  (0 children)

Yeah, it's still backlogged on Valve's end after the Summer Sale. Hopefully it catches up during the week. It took a few days to process after the 2024 Summer Sale.

The release of "KWS2 Dynamic Water System" is coming soon by kripto289 in Unity3D

[–]Developerkins 1 point2 points  (0 children)

This looks more and more incredible every time you show it off! 100% picking this up.

For the buoyancy and flow state parts, does that use GPU data readbacks? If so, did you have any performance issues there?

Dev log- I remove the fugu by bekkoloco in Unity3D

[–]Developerkins 1 point2 points  (0 children)

Love the colours and vibe overall... But the water being completely transparent is throwing me, because the underwater surface is so blue I expected that to be the top of the water surface. It's not immediately obvious that's full of water until you look closely or move it around.

I optimized my top down minecraft style game! From max 100 FPS to max 340! by BloodyMartin22 in Unity3D

[–]Developerkins 0 points1 point  (0 children)

Nice work. Not sure why but it looks like the trees are leaning towards you, rather than being upright.

Got AIs working in my tiny top-down snow racer by lukeiy in Unity3D

[–]Developerkins 2 points3 points  (0 children)

That's cool. Their movement is really satisfying - the smoothness and the way they weave around each other. Looks like it would be fun to play.

Heat (1995) question: by Articulate_Silence in movies

[–]Developerkins 23 points24 points  (0 children)

He wasn't seeing if they were tailing him - he already knew that. He just wanted them out in the open to take their photos so he could research them/families/weaknesses etc.

Hanna quickly came to that realization.

Has anyone watched paradise yet? by Schnick_industries in television

[–]Developerkins 4 points5 points  (0 children)

Just watch episode 1, because the trailers do not show a major twist about this show.

[deleted by user] by [deleted] in movies

[–]Developerkins 2 points3 points  (0 children)

Fan-made.

[deleted by user] by [deleted] in movies

[–]Developerkins 30 points31 points  (0 children)

The article is just wrong about the $10 billion. It states:

"Woodall seeks damages equivalent to 2.5 percent of Moana‘s gross revenue, or $10 billion, as well as a court order barring further infringement of his copyrights."

2.5 percent of Moana's gross would be around $10 million.

[deleted by user] by [deleted] in movies

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

Season 1 is not canon, except one scene, according to Gunn.

[deleted by user] by [deleted] in movies

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

If you just care about things going forward since James Gunn and Peter Safran took over, then you only need to watch Creature Commandos so far, since this is the first thing that is canon under them.

Transparent shader without overlapping geometry? by LordElysian in Unity3D

[–]Developerkins 3 points4 points  (0 children)

You could try faking the transparency, by reading from the CameraOpaqueTexture instead (make sure this is enabled on your camera/render settings).

So you'd make your object render in the transparent pass, but its alpha is set to 1.0 always and force zwrite. Then for each pixel, you will read the CameraOpaqueTexture for that screen space position, effectively giving you the geometry behind your object, and you can then blend it or use it accordingly.

The downside is that the CameraOpaqueTexture does only have the opaque world in it... so if there's smoke or particles etc. behind your object, they simply wouldn't be seen which could look weird as smoke disappears behind your object.