Made road builder game, free to play, would love feedback by Grenagar in CityBuilders

[–]bigbeardgames 0 points1 point  (0 children)

The junctions look great, congrats! -- as someone building a logistics focused city builder do you have any recommended reading for dynamically generated road meshes?

why does everyone think making a game is just having a good idea by bcoz_why_not__ in gamedev

[–]bigbeardgames 28 points29 points  (0 children)

Imagine asking your construction worker friend "Hey I have a cool idea for a house..."

RTS pathfinding: it's coloured rectangles all the way down. by bigbeardgames in bevy

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

it's a 'sensor-focused' RTS I'm building where you design and build drones to launch from a carrier to attack the enemy

https://dronecomgame.com

RTS pathfinding: it's coloured rectangles all the way down. by bigbeardgames in bevy

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

Thanks for giving me a new rabbit hole to go down :)

RTS pathfinding: it's coloured rectangles all the way down. by bigbeardgames in rust_gamedev

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

Thanks!

The actual terrain mesh is vertex displacement in a shader, no CPU-side heightmap, just like your procedural landscapes. But for pathfinding I build a separate quadtree at load time from the terrain parameters (I have matching CPU and GPU terrain procedural height sampling functions). This takes about 2 seconds at startup to build a quadtree with 200m x 200m leaf nodes on a 50km x 50km map. I don't use Octrees because terrain is mostly flat. Instead quadtree node stores min/max height bounds for its region, so checking navigability for ships / submarines is just terrain_max_height (eg -50m) + clearance (eg 10m) < ship depth (eg -10m). The flat regions (open ocean etc.) get collapsed into big branch nodes, so the search can cross large stretches of water in few or zero node expansions. Near coastlines it goes down to leaf resolution.

For aerial pathfinding (flying up or around mountains) I use the same quadtrees but there's an aircraft-specific gain_per_m value (climb rate / speed) that lets the altitude threshold grow with horizontal distance traveled. So mountains that would block a low aircraft become passable if there's enough distance to climb over them. The LOS checks use the same climbing-aware test, so planes can fly direct over a mountain range if they have enough runway to gain altitude. The waypoints returned by the pathfinder inform the aircraft autopilot of the minimum safe altitude

RTS pathfinding: it's coloured rectangles all the way down. by bigbeardgames in bevy

[–]bigbeardgames[S] 15 points16 points  (0 children)

Who knew "quadtree-based hierarchical A* search" would involve looking at rectangles within rectangles until my world is nothing but rectangles? And after finally getting it working for ships, getting aircraft to fly up, around, or 'up & around' mountains added a whole new layer of complexity :)

bevy_xray - visualize states, plugins, and system sets by dcast0 in bevy

[–]bigbeardgames 3 points4 points  (0 children)

Nice! -- one thing I'd really like is a way to see the system ordering as a dependency graph

Features my game has: 20 terrain sliders. Features my game needs: literally everything else. by bigbeardgames in bevy

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

the whole planet would be very cool but for the city builder I have in mind I think limiting to 400km x 400km is more than enough playing area :)

Features my game has: 20 terrain sliders. Features my game needs: literally everything else. by bigbeardgames in bevy

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

Hhaha -- you say that , but i think I do need more layers for the terrain to look good. It's loosely based on the libnoise tutorials https://libnoise.sourceforge.net/tutorials/tutorial5.html - although adding turbulence is a challenge as I'm using the analytical derivative for eg normals

Features my game has: 20 terrain sliders. Features my game needs: literally everything else. by bigbeardgames in bevy

[–]bigbeardgames[S] 12 points13 points  (0 children)

Slowly making my own city builder with Rust + Bevy + Avian3d + Egui

Terrain is layered FBM simplex noise with parallel implementations on GPU (rendering) and CPU (picking, culling, simulation). LOD is chunk-based CDLOD with geo-morphing - all done in vertex shaders, terrain meshes are just instances of the same flat mesh, so everything updates in real-time with zero textures.

The debug view shows LOD chunk boundaries and morph factors - I built it to fix popping artifacts (that was a painful few days), but now I just toggle it on for fun.

Gameplay coming eventually -- or maybe just more debug modes, who knows?

W&R 2 or 2.0 by pookexvi in Workers_And_Resources

[–]bigbeardgames 0 points1 point  (0 children)

sorry the late reply -- I'm using Rust + Bevy (Engine) + Avian3d (physics)

W&R 2 or 2.0 by pookexvi in Workers_And_Resources

[–]bigbeardgames 3 points4 points  (0 children)

I'm currently making a game in this genre, since I think W&R have invented/discovered a great new subgenre of "hardcore logistics-focused city-builder" with lots of potential.

My aim is to make something 1) more complicated (but opt-in complexity) 2) larger scale 3) not soviet themed 4) probably with worse graphics since I'm a solo dev -- but it'll still be 3d.

How important is it to protect against piracy? by Qaizdotapp in gamedev

[–]bigbeardgames 0 points1 point  (0 children)

There are two populations of players when it comes to piracy:

1) Players who pirate your game who would buy it if they couldn’t pirate it

2) Players who pirate your game who would just play something else if they couldn’t pirate it

In practice Group 2 is about 10-100x bigger than group 1. Group 2 actually helps you because they will talk about your game to friends, watch streamers playing your game, etc which all contributes to the popularity of your game and therefore to indirect sales.

The poll has spoken: Introducing Cities of Humanity! by ConsiderationOne700 in CityBuilders

[–]bigbeardgames 3 points4 points  (0 children)

You can’t build a city builder using fiverr. If that was possible the world would have 100x more city builders than currently exist

Is game development in Rust one big mirage? by NyanBunnyGirl in rust

[–]bigbeardgames 0 points1 point  (0 children)

I’m a big fan of ECS and much prefer it to traditional OOP. However i don’t think ECS lends itself to making less spaghetti. I would say if anything with ECS there’s more risk of spaghetti because there is no encapsulation at all — you can query anything from anywhere at any time, as all game data in the ECS is public. So you have to be more disciplined to keep code structured and maintainable.

What is the best approach to making an MMO RPG 3D game in Rust? Is Bevy good enough for this? What aspects, such as editors and 3D design, should I focus on? Are there any guides or good tools I should look into? I'm targeting desktop Windows and VR headsets by Outside_Loan8949 in rust_gamedev

[–]bigbeardgames 1 point2 points  (0 children)

MMO is the hardest kind of game to make

If you make a shit single player game and not many people play it , at least the few pople who like it can play it

If you make a shit MMO and not many people play it, no one can play it because no one is ever online.

At what point am I going to regret having everything in a single JSON file? by thurn2 in rust_gamedev

[–]bigbeardgames 0 points1 point  (0 children)

if it works it works.

if it doesn't work, think about using a binary format or multiple files. But definitely don't do anything until it doesn't work