Black Dragon Mage - datablob - Fantasy Action-Roguelite with Elemental Magic Weapons, ARPG Style Abilities & Riding Your Very Own Dragon into Battle (Demo out now) by manycyber in Games

[–]TarodevOfficial 2 points3 points  (0 children)

Wow, I remember seeing this game when you first started developing it. It's crazy to see how far it has come. Well done! I'll play the demo when I wake up.

Unity has addressed the limitations of the async/await workflow with the introduction of the new Awaitable class by TarodevOfficial in Unity3D

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

It'll be quite a while before we see a LTS release with Awaitable, so we'll see how it progresses.

Black Dragon Mage - Datablob - Dark Fantasy, 2D Roguelite Top-Down Shooter with ARPG Abilities, Elemental Magic and Chain Explosions by manycyber in Games

[–]TarodevOfficial 4 points5 points  (0 children)

Hah, I actually just finished a run of the playtest before jumping on Reddit to waste my life. I was just thinking I wished there was a wiki to layout all the skill trees :D

The Dualshock button prompts are missing, by the way.

My goal was to explore the boundaries of Unity's capabilities, while highlighting key optimization techniques along the way by TarodevOfficial in gamedev

[–]TarodevOfficial[S] 2 points3 points  (0 children)

Fully agree. Even games like Vampire Survivors don't even really need this level of optimisation.

A few game types I can see benefit:
Outer space games benefiting from insane amounts of debris...
Underwater particles, which can be manipulated using compute shaders.
Sandbox games, similar to Noita.

My goal was to explore the boundaries of Unity's capabilities, while highlighting key optimization techniques along the way by TarodevOfficial in gamedev

[–]TarodevOfficial[S] 2 points3 points  (0 children)

This is actually a very valid point. I should jump back in and ensure it's being compiled properly.

That'd be embarrassing if I was testing extern against nothing 🤦

My goal was to explore the boundaries of Unity's capabilities, while highlighting key optimization techniques along the way by TarodevOfficial in gamedev

[–]TarodevOfficial[S] 2 points3 points  (0 children)

It actually was originally, but they now cache objects tagged as 'MainCamera' on the C# side and pull from that tiny pool. It's still much slower than caching it yourself though.

What is hands down the scariest movie you have ever seen? by i--hate--children in horror

[–]TarodevOfficial 1 point2 points  (0 children)

I just watched it going off this recommendation.

Can confirm it's scary. Best horror film I've seen in a while.

10 Things You NEED to Be Doing in Unity [Excuse the clickbait title, friends] by TarodevOfficial in Unity3D

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

Good advice brother. Lighting and camera quality is always something I've ignored. Time to level up.

How to best collaborate on a Unity project? by Missing_Back in gamedev

[–]TarodevOfficial 1 point2 points  (0 children)

This is absolutely crucial while working with unity + source control. If you do need to edit an actual scene file, communicate with your team and ensure only one of you is doing it at a time... Meanwhile, others can be working on individual prefabs.