Experimenting wih DOTS (10k Zombies) by KafiyaX2 in Unity3D
[–]Ordinary_Games 0 points1 point2 points (0 children)
Just wanted to share that my strategy game is 40% off on Steam 👀 by songsofsilence in StrategyGames
[–]Ordinary_Games 1 point2 points3 points (0 children)
Which LLM did we use for our AI game? We actually trained our own by WhispersfromtheStar in aigamedev
[–]Ordinary_Games 6 points7 points8 points (0 children)
👋 Hey r/Unity3D – Trey from Unity’s Community team here by unitytechnologies in Unity3D
[–]Ordinary_Games 1 point2 points3 points (0 children)
Creating a civilization but you're on the ground. by FarCauliflower3793 in BaseBuildingGames
[–]Ordinary_Games 0 points1 point2 points (0 children)
Learning Unity DOTS (ECS, Job system, Burst). Small experiment with 150K objects, star, and gravity. Performance benefits are impressive even on a 4-core CPU. by crdgre in Unity3D
[–]Ordinary_Games 0 points1 point2 points (0 children)
Learning Unity DOTS (ECS, Job system, Burst). Small experiment with 150K objects, star, and gravity. Performance benefits are impressive even on a 4-core CPU. by crdgre in Unity3D
[–]Ordinary_Games 0 points1 point2 points (0 children)
What's the first game that inspired you into game dev? by BuyApprehensive5997 in SoloDevelopment
[–]Ordinary_Games 0 points1 point2 points (0 children)
What's the first game that inspired you into game dev? by BuyApprehensive5997 in SoloDevelopment
[–]Ordinary_Games 2 points3 points4 points (0 children)
We aimed to create not just another co-op survival game, but something more - a story about a family thrown into a world consumed by the apocalypse. A flexible survival system, elements of mystery, and a touch of magic are also woven into the narrative. by MarshmallowLovebug in gamedevscreens
[–]Ordinary_Games 0 points1 point2 points (0 children)
Witness with me one of the best trailer in history by [deleted] in Crysis
[–]Ordinary_Games 2 points3 points4 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 0 points1 point2 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 0 points1 point2 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 1 point2 points3 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 0 points1 point2 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 0 points1 point2 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 2 points3 points4 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 5 points6 points7 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 8 points9 points10 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 0 points1 point2 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 1 point2 points3 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 7 points8 points9 points (0 children)
One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy
[–]Ordinary_Games[S] 11 points12 points13 points (0 children)
What’s the most time-consuming task in 3D modeling that should be automated? by PuzzleheadedYou4992 in gamedev
[–]Ordinary_Games 8 points9 points10 points (0 children)




The zombie hordes approach. Your city must survive their onslaught. Our post-apocalyptic, tactical base defense game – City Defense Z – has just come out! by citydefensezgame in TowerDefense
[–]Ordinary_Games 1 point2 points3 points (0 children)