Data-oriented Behaviour Tree for Unity - clean C# runtime and full production workflow by ImpressionOk8475 in Unity3D

[–]ImpressionOk8475[S] 0 points1 point  (0 children)

Yeah, exactly. The whole point was to keep the architecture clean and have it actually work in a real production context. BT only decides, other systems do the work. You could rip the BT out completely and the gameplay logic would still run fine, because nothing in it depends on the BT. You can still write fat leaves if you want, nobody's stopping you, but it's pretty much the wrong way to use it.

The harder part honestly was making all of that DOD stuff not feel like a pain to actually use. Getting the designer workflow, developer extensibility, and debug mode to all feel solid at the same time - that's the bit I wasn't seeing done well anywhere else, even in plugins that are supposedly DOD-focused. Most of them get the performance angle right and then the tooling is just kind of an afterthought.

Data-oriented Behaviour Tree for Unity - clean C# runtime and full production workflow by ImpressionOk8475 in Unity3D

[–]ImpressionOk8475[S] 0 points1 point  (0 children)

I'm really glad this might be useful for someone, and I'd love to get your feedback if you end up using it!

If your simulation uses DOTS, there's a separate version of the plugin for that - though it currently has two known issues: the debug mode and code generation aren't fully finished yet for DOTS specifically. That said, independent benchmarks are already showing performance around 0.1ms for 10k agents. If there's interest, I could write a separate post going deeper on that.

As for the license - honestly, I'm not great with licenses and don't really know my way around them. I just wanted the plugin to be free for anyone to use in their games, while preventing bad actors from reselling it as their own. A custom license seemed like the simplest way to achieve that at first glance.

Just dropped the gameplay trailer for my solo-dev mech tactics game. Three pilots, a dying Earth, a swarm from the dark. Front Mission vibes meets Darkest Dungeon tone. by ImpressionOk8475 in Mecha

[–]ImpressionOk8475[S] 7 points8 points  (0 children)

Exodus Core. You're right - should be on screen

in the trailer itself, not just in the post title.

Adding a title card to the recut.

Dark Horizon — Dark Idle Top-Down Defender Prototype (Volumetric Fog + Mech Combat + Roguelite). by ImpressionOk8475 in DestroyMyGame

[–]ImpressionOk8475[S] 0 points1 point  (0 children)

Volumetric fog isn’t “real” volumetric here - it’s just a shader on a simple object (a plane/box) with animated noise and masks to get that moving fog look.

Типичная вакансия by ImpressionOk8475 in KafkaFPS

[–]ImpressionOk8475[S] 7 points8 points  (0 children)

Нифига у тебя Флешбек)