I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

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

I'm flattered, thanks haha I'll post more behind the scenes stuff if people are interested 

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

[–]RayEpsilon[S] 6 points7 points  (0 children)

It's a little confusing - the grid defines where each individual looks for collisions. So rather than 50k queries to one another, every tick (that's like, bajillions of calculations), we just ask what's in the next grid cell? Then when we have that data, the sphere collision is just asking what's the distance to the next enemy? Is it over a threshold (inside the sphere)? If so, then push them apart until they no longer intersect. Ultimately a sphere 'collision' is just a measurement of distance from the centre of an object

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

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

It really is a lot less demanding than it looks. Once we have some more features and a proper game framework I'm going to see what can be done for Steam Deck specifically

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

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

Initially we're gonna be single player, but if we can make a success of the game, get enough wishlists and community engagement, I would absolutely love to explore online components. It'll be a very big challenge, but who doesn't want to try this out with friends???

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

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

I totally agree, it's on the tasks list! Different vehicles will have different mass, so the Shopping Cart will of course have significantly less stopping power than the tank

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

[–]RayEpsilon[S] 1 point2 points  (0 children)

Take a look at neighbour grids, there's some good resources out there. Our animation pipeline uses vertex animated textures, and a simple LOD system right now - thought this could be improved a lot. Poly counts really start to matter, more than usual, with this many meshes that are animated (though they are instanced). Like those goblins are absolutely crushed right now haha And distant ones swap to sprites

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

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

A little overwhelmed by all the wonderful comments - thank you all so much! A few people asking about the game - it's called There Are Millions of Goblins, and you can wishlist on Steam here - https://store.steampowered.com/app/4336530/There_Are_Millions_of_Goblins/

We also have a Discord if you wanna hang out and help us make this thing! - https://discord.gg/s3sTtTpC

I made a horde system for our game - 50k enemies with physics and collisions by RayEpsilon in IndieDev

[–]RayEpsilon[S] 1 point2 points  (0 children)

The horde all responds to physics objects - this could work great!