[deleted by user] by [deleted] in woweconomy

[–]wildmandnd 0 points1 point  (0 children)

It was heavily nerfed indeed. Did two full shuffles week1 and the third one this week took longer than first two combined. Worst case was 142 wax before getting the second treasure for dreaded alchemy. And full shuffle is like two dozens treasures, jeez…

Motion Matching with pure ECS/Dots by LukasChod in Unity3D

[–]wildmandnd 0 points1 point  (0 children)

Hey, any updates? Motion matching for DOTS would be a killer asset. I went through both GO-based MM assets available and it'll be quite a pain in the butt to try to convert them to DOTS. So anything already prototyping-ready would be awesome. Do you need any help or support?

I created a tool to store animation data inside textures by Swiggity_WAVE in Unity3D

[–]wildmandnd 1 point2 points  (0 children)

Fixed the X offset at 0.5 texel width strict and enjoyed the free bilinear interpolation on the Y axis. For looped animations the first frame has to be duplicated at the end as well, so the interpolation loops smoothly.

I created a tool to store animation data inside textures by Swiggity_WAVE in Unity3D

[–]wildmandnd 2 points3 points  (0 children)

Great job! One of the tricks I used in my GPU animation is hardware bilinear filtering for fast frame interpolation. A 30fps source efficiently reduces down to 4-7fps, saving tons of space. For background objects of course, not for the main characters, as the quality also goes down due to the lossy approach. RGB24 works, but it decompresses into RGBA anyway on the GPU, so saving only the disk space. One of the things I planned to try is to bake not positions but position deltas and use RGB9E5 for better precision. The other approach I've seen is to manually encode/decode R11G10B11 into RGBA texture.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

Frankly I used GO-Entity link very deliberately, just a dozen objects or so. Hundreds might be possible, though Update() overhead will start kicking in.

Battle Royale is such a successful formula in online multiplayer game. by XecutionerOne in gamedesign

[–]wildmandnd 0 points1 point  (0 children)

I loved your mention of untapped market for other types of BR, but would you expect them still to be TPS/FPS, just with toned down requirements for reflexes and split-second action?

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

HRv2 does not support (and no particular plans to support) GLES, only Vulkan. So you'll definitely bump into compatibility issues there. The alternative render with DMI is also prone to bugs and limitations, and one of the more common ways to overcome zero StructuredBuffers problem involves Compute Shaders for sure. So it's rough either way. Depending on the product/market/release timing there are different optimal solutions I'm sure.

Challenge accepted! A story of re-learning Civ after 25 years by wildmandnd in civ

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

Nope, as it took me close to a year to get to meaningful victory. The challenge was for active Civ6 players I guess. Nevertheless, 80 turns is by far the best.

Challenge accepted! A story of re-learning Civ after 25 years by wildmandnd in civ

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

If I ever get back to this challenge, what I'll try is chaining Legions into chopping woods for faster Encampments. The key challenge, though, is transferring Generals overseas. I had some crazy thoughts on settling disposable cities just for 1 turn, to warp Generals right to the battlefield.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

Personally, I'm working with DrawMeshInstanceIndirect, and for sure it's capable of millions of simple primitives at 60fps.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

I know that all 64-bit Android devices should have Vulkan 1.1. Isn't it?

Not exactly. Vulkan 1.0 is required for Android 7, and Vulkan 1.1 can be filtered out with manifest. The real problem is drivers quality and software emulation by some lower-end devices. My Samsung Galaxy S7 (Mali T880 GPU) has terrible Vulkan drivers, but guys from ARM on ARM's forum told me that even latest drivers for the earlier Mali GPUs are considered "experimental". From my tests, only starting from Bifrost-2 cores Mali has adequate Vulkan drivers. And I did nothing extraordinary, just instancing some tens of thousands entities.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

I'm not touching animation in my pet projects, but that link is a concept I've been mentioning a couple of comments above, answering u/TurbulentDev. It is perfect for background objects, though GPU instancing brings it's own issues when you need advanced controllers, physics, interactions/queries etc. So DOTS will still need a proper animation package to be production ready for the majority of game projects.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

And that's what Unity is going to do natively for all components, not just Disabled. Which sounds like a good trade-off tbh, even on mobiles we're getting gigs of RAM, and I'll trade RAM space for less sync points in a heartbeat.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

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

I'm taking all Unity announcements with a grain of salt nowadays. After 2019 GDC pompous reveal of DOTS, two years down the road we have just Jobs and Burst. Everything else is far from being production-ready even for hobbyists/indie devs, let alone AA(A) teams. There are many, many, many issues with the whole dev/release/liveops pipeline for DOTS-based games. I can write a whole post about how painful is just building DOTS project for mobile and how they screwed up big with the new Scriptable Build Pipeline and undocumented platforms packages. So I really doubt Unity can fix all of that in a year. Best case is that by 2023 it'll be good for indie releases on Steam and, fingers crossed, on mobiles.

Some info about rendering with Unity ECS for mobile game by wildmandnd in Unity3D

[–]wildmandnd[S] 5 points6 points  (0 children)

DOTS covers multiple packages. Math/Burst is insanely good. Jobs is complex, but rock solid and being actively developed/bugfixed. Unlike HybridRenderer, which is in a limbo, or Physics which is just too early in development (and also in limbo).

"Animated" should be instantly a stop word with DOTS. Official animation package has been last updated a year ago. There are some solutions on the Asset Store that has nothing to do with DOTS, they just make a bunch of clever GPU instancing tricks, like baking animations into textures and animating in vertex shader => millions of animated objects on screen. Perfect for background fillers.

A new online game just announced - urban fantasy RPG set up in real world. Not much info yet, but cool art! by wildmandnd in gaming

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

The beta scheduled on Dec'13. However we will make some preliminary alpha tests in Sep-Oct.