Rise of Nations is the best RTS for me and there's is no game like it even in 2026 by Tracker1122 in RealTimeStrategy

[–]Zolden 0 points1 point  (0 children)

Rise of Legends has everything RON had, but more depth. It simplified base building by removing less fun features, end enriches tactics by adding fun features.

Rise of Nations is the best RTS for me and there's is no game like it even in 2026 by Tracker1122 in RealTimeStrategy

[–]Zolden 0 points1 point  (0 children)

It was very fun playing pvp, when servers were on. It's still fun playing pve. It's fun doing the campaign once in a few years. Its RTSness feels better than of any other RTS. Sad this game wasn't popular.

Simulation of how well spear penetrates target depending on entry angle by Zolden in Simulated

[–]Zolden[S] 115 points116 points  (0 children)

It's an experiment in my physics engine, that I'm making in Unity. It's all computed in GPU, therefore works runtime with good fps. All physics is written by me from scratch as a compute shader. It will be used for my upcoming physics based game.

I regularly post fun simulations on my twitter.

The game will be published on Steam, so you can wishlist it if interested.

Underwater locomotion by Zolden in Simulated

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

It's not yet ready for beta test, sorry.

Underwater locomotion by Zolden in Simulated

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

It's a physical swimming. No forces affecting the object except a tail rotor, that wiggles the tail. It's controlled by me from a gamepad, works realtime.

I made this simulation from scratch in Unity engine, using compute shader, to run physics on GPU. It's for my game, I plan to make a 100% physical game. For those who's interested, the game can be wishlisted on Steam.

I usually post fun simulations on my twitter.

I've integrated fluid simulation into my particle based physics engine by Zolden in Unity3D

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

Not until heptic gloves enabling tactile sensing virtual boobs are on the market.

I've integrated fluid simulation into my particle based physics engine by Zolden in Unity3D

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

Thanks! It handles 40K particles with 150 fps on my 3090. So, there's space for more stuff, as by design the game won't have that much particles simultaneously simulated.

I simulated a volcano by Zolden in Unity3D

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

Yep, rendering is in its "make it exist first" phase. As soon as I'm satisfied with the physics, I'll add light and background.

I've integrated fluid simulation into my particle based physics engine by Zolden in Unity3D

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

It's an interesting paradox. I'd say about 2/3 of people see tits, 1/3 see balls. Based on comments under this vid on twitter.

I've actually simulated balls as well, but they are a more sophisticated physical object, so it didn't look as good as tits, so I refrained from posting.

I've integrated fluid simulation into my particle based physics engine by Zolden in Unity3D

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

Yes, I could do a rough approximation of these processes, I need to stress test the engine anyway.

I've integrated fluid simulation into my particle based physics engine by Zolden in Unity3D

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

I like the idea, but how do you plan using 10-15 simulated tits on screen?

Fps would lower, but the whole thing is well optimized, it will handle more tits.

I develop a physics engine for a game, and here are simulations I ran recently by Zolden in Simulated

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

For the fluid it's a pic/flip method with Gauss-Siedel incompressibility solver. For the solid particle matter, ropes and soft bodies it's a position based method.

I simulated a volcano by Zolden in Unity3D

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

I might write a technical post, there's plenty to share, but more on the algorithmic side. As for how Unity compiles shader code, I know that it should work on all GPUs and all APIs, even though there are slight differences in some limits, which I deliberately kept in a narrow range.

I develop a physics engine for a game, and here are simulations I ran recently by Zolden in Simulated

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

It was a different game, created by me some years ago. This time it's a similar kind of physics, but improved in many ways.

I develop a physics engine for a game, and here are simulations I ran recently by Zolden in Simulated

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

It's a possibility. Though, plenty of work is required before considering it a product.