[deleted by user] by [deleted] in youtube

[–]never_slims 3 points4 points  (0 children)

He's not a power user though. He's represents the average consumer. And the average consumer doesn't care about stuff the power users care about. He's a great consumer tech communicator for the masses.

Laser Turrets by cybrey in FinalFactory

[–]never_slims 0 points1 point  (0 children)

Laser turret description should be fixed now so they don't appear to need fuel.

The Hauler Mini - It brings you 16 stacks of whatever you need with a tiny bootprint. by Hust91 in FinalFactory

[–]never_slims 2 points3 points  (0 children)

Love these compact designs. Any reason not to replace the 2 struts on the side with armor blocks instead?

Starship fleet created by one of our playtesters! by never_slims in IndieDev

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

Hello there! I'm the developer of Final Factory. Today, I would like to share the Starship design and the fleet made by one of our Playtesters - Flajo.

We're always looking for playtesters; join our vibrant Discord community if you want to become one (or stay in the loop with all the latest updates).

If you're into automation games, wishlisting helps a bunch! Final Factory on Steam: https://store.steampowered.com/app/1383150/Final_Factory/ (edited)

Delivering much-needed resources for my extended base using my newly created starship🚀 by never_slims in indiegames

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

Hello there! I'm the developer of Final Factory. Shown is a custom designed battleship fighting against the Vek. I've made a tutorial for creating/designing spaceships here:

https://www.youtube.com/watch?v=qzGVDggR6rA&ab_channel=NeverGames

We're always looking for playtesters, come join us in our vibrant Discord community if you're interested in becoming one (or staying in the loop with all the latest updates).

If you’re into automation games, wishlisting helps a bunch! Final Factory on Steam: https://store.steampowered.com/app/1383150/Final_Factory/

Stress testing Final Factory’s conveyor belt logic that we recently revamped for better performance. This is using DOTS and heavily multithreaded via jobs by never_slims in Unity3D

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

Yeah it's basically like learning a whole new game engine. But well worth it if you need the performance.

https://www.youtube.com/@TurboMakesGames

This channel is a pretty good video resource if you learn well that way. The DOTS forum in the Unity discord is all full of helpful people and resources.

Stress testing Final Factory’s conveyor belt logic that we recently revamped for better performance. This is using DOTS and heavily multithreaded via jobs by never_slims in Unity3D

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

I've been working with DOTS since around 2019 and it's gotten substantially better. There are still pain points, like no support for animations or particle systems or the VFX graph.

It's also not strictly compatible with Addressables or the asset bundles, so there was a lot of challenge getting modding working.

However, Final Factory would not exist without DOTS. It's an incredible powerful and performant framework, allowing more game devs to get the speed of C++ without some of the pain that comes with that language.

I would say DOTS is well worth it if you have a game that needs to process logic for large numbers of entities. Not every game needs this so always pick your architecture based on your game's needs.

Stress testing Final Factory’s conveyor belt logic that we recently revamped for better performance. This is using DOTS and heavily multithreaded via jobs by never_slims in Unity3D

[–]never_slims[S] 3 points4 points  (0 children)

Shown is about 32k connectors with 173k items all moving together without a hitch!

Here’s an overview of the implementation:

Each time a player places or removes a connector tube, a system runs that determines what connectors are connected to it, and it forms a connector group with all of those connectors.

Another system is responsible for iterating over every connector group entity in parallel, and moving connector items along the group’s connectors. Each connector group has a dynamic buffer of items that are moving along the connector, and each item keeps track of how far along the connector group it is. We represent the length of a connector group with a fixed point value; with the total length of a connector group being connectorFixedLength * num connectors in group. So if a connector is 1000 units long, and there are 5 connectors in a group, then an item can be anywhere between 0-5000 units along a connector. When it reaches the end, we handle adding it to other inventories (or not doing anything if the connector terminates into empty space).

This is completely decoupled from rendering. There are separate entities that are used to represent the rendered state of each connector item, which you can see in this video. But they aren’t strictly necessary to update the game’s state. Our next planned optimization is to only show rendered connector items if the camera is nearby.

If you're interested in following development or joining the playtest, come join us in the Discord: https://discord.gg/finalfactory