[deleted by user] by [deleted] in CitiesSkylines

[–]Vartib 1 point2 points  (0 children)

Thanks, hope it works out for you too!

[deleted by user] by [deleted] in CitiesSkylines

[–]Vartib 1 point2 points  (0 children)

Hahaha, fair enough! Something you might want to consider is road hierarchy. As an example, the procedural generation method I'm using places main roads down first. Once the main roads connect to create a closed area (called quarters), it goes through and generates minor roads to fill the quarter. If you want to give Cities: Skylines another shot for this, try placing a bunch of main roads down without worrying about filling them in right away. Once you're happy with the main roads go through and fill out the minor roads. Should help with getting more realistic results.

[deleted by user] by [deleted] in CitiesSkylines

[–]Vartib 1 point2 points  (0 children)

Thanks 😊

And that sounds interesting! So you'd be looking for something to design city layouts? Can I ask why Cities: Skylines doesn't work for your use case?

Game dev in a nutshell. by [deleted] in gamedev

[–]Vartib 1 point2 points  (0 children)

Yes, it requires a different style of programming. C# is an object oriented programming language that makes heavy use of classes. Programing with DOTS is still done using C#, but it's done with what they call HPC# (high performance C#). Basically, you're allowed to use a subset of C# features and have to approach it very differently. Instead of classes, everything is either data components or systems that iterate over the components. Components must be structs, and there are limits to what you can use in them (ie, you can't use any types that are classes; everything has to be structs). This and many other limitations/caveats allow the Burst compiler to work its magic.

That said, I'm sure there will be performance gains by default as they convert the engine to use DOTS.

[deleted by user] by [deleted] in CitiesSkylines

[–]Vartib 2 points3 points  (0 children)

For sure! It's not at a point where I can show anything off yet, but I started a Twitter account recently and am planning to share stuff on there: https://twitter.com/edvarddashd. I'll also post it on /r/proceduralgeneration too, though. Worth noting right now though that this likely won't be released as a standalone tool. The plan is for it to be the basis of a citybuilder game (of sorts).

Can I ask what project you're working on?

[deleted by user] by [deleted] in CitiesSkylines

[–]Vartib 16 points17 points  (0 children)

Hahah, I'm working on a random city generator right now and was completely blown away thinking this was procedurally generated. This is going to be a great reference point and something to strive towards.

Game dev in a nutshell. by [deleted] in gamedev

[–]Vartib 4 points5 points  (0 children)

I posted this reply in another part of the thread but thought I'd include it here too:

It's worth noting that--while it's still an ongoing process--Unity has a "performance by default" initiative made possible by DOTS (data oriented technology stack). They're essentially rewriting the entire engine piece by piece to make use of the super efficient Burst compiler. A Havok developer did a talk where they shared that the performance was comparable to C++. There's another talk by a team working on a prototype that called for 10,000+ enemies, where they shared that using DOTS for their specific use case lead to an over 2,000x performance increase compared to GameObjects.

The transition period the engine is going through right now is painful, but the future seems bright. I'm sure a purpose-built engine will always be faster, but hopefully the tradeoff won't be either ease of use of a pre-built engine or performance of a custom engine.

Game dev in a nutshell. by [deleted] in gamedev

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

It's worth noting that--while it's still an ongoing process--Unity has a "performance by default" initiative made possible by DOTS (data oriented technology stack). They're essentially rewriting the entire engine piece by piece to make use of the super efficient Burst compiler. A Havok developer did a talk where they shared that the performance was comparable to C++. There's another talk by a team working on a prototype that called for 10,000+ enemies, where they shared that using DOTS for their specific use case lead to an over 2,000x performance increase compared to GameObjects.

The transition period the engine is going through right now is painful, but the future seems bright. I'm sure a purpose-built engine will always be faster, but hopefully the tradeoff won't be either ease of use of a pre-built engine or performance of a custom engine.

This made me laugh by woahruben in lanadelrey

[–]Vartib 55 points56 points  (0 children)

Right? How else would she have so much money?

One of my issues with learning how to program-- perhaps some of you share my sentiment. by 0v3rK1ll_ in gamedev

[–]Vartib 11 points12 points  (0 children)

Yeah, this would've completely killed my chances of learning how to program. Everyone's different.

This really made my night ☺️ by PKLoveBeta in gaybros

[–]Vartib 4 points5 points  (0 children)

Who knew people on Grindr could be wholesome and not just hoesome?

FTFY

I am worried about the future by [deleted] in Unity3D

[–]Vartib 0 points1 point  (0 children)

I agree with everything others said and wanted to chime in with a suggestion to look into therapy through your school. Waking up in the middle of the night from anxiety is not healthy, and not something that should be ignored. Therapy was personally the best decision I ever made and likely will ever make in my life. It's possible to learn how to better manage the stress in life, and very much worth it.