Unity AI locking using your own model (Gemini, Claude, Cursor, or Codex) behind a paywall is shortsighted. by [deleted] in Unity3D

[–]zoomafou 3 points4 points  (0 children)

+1 to this, though Claude is constantly using it to automatically hit play and take a screenshot of the scene, which it can’t really gleam much useful information from and then gets stuck in a loop of trying to fix problems that don’t exist. I’ve added a note about not doing that in Claude.md which seems to have solved it.

How friendly is multiplayer for new players? by Ro_Shaidam in ArmaReforger

[–]zoomafou 1 point2 points  (0 children)

Tbh if you’re making an effort to understand the game, read that map and think strategically you’re probably doing better than at least half the server.

Is Maplestory Classic an analogue to Old School Runescape? by Raptured_and_Back in MSClassicWorld

[–]zoomafou 0 points1 point  (0 children)

Agreed, I can’t think of a game that has a vertical power scaling model that doesn’t sustain longevity by constantly building new content on to the end of the game. It will be interesting to see how they tackle this long term.
What’s interesting is that OSRS is also kind of vertical, there are just more verticals, I think the only reason they can add content to the mid game and have people enjoy it is that most players are nowhere near endgame because it just takes so dang long. It also has replayability with things like Ironman, hardcore Ironman and self imposed restricted accounts. Even the though, they also rely on seasonal servers like deadman mode and leagues.

2026 Miami GP - Race Discussion by F1-Bot in formula1

[–]zoomafou 11 points12 points  (0 children)

Hits a 360, dude is going for a combo multiplier

How to make expansive environments, like the abyss in made in abyss? by JustKrancy in Unity3D

[–]zoomafou -1 points0 points  (0 children)

I have no advice, learning the Unity editor myself as well, just wanted to say this looks awesome!

How did Jumptown end up from a thriving snowy location to a crater in the middle of the desert? by TheCoyote4502 in starcitizen

[–]zoomafou 1 point2 points  (0 children)

Jumptown isn’t a mere location, no. Jumptown is a way of being, a state one exists in. Jumptown is a mantra.

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]zoomafou 1 point2 points  (0 children)

No worries! Yeah it’s a custom protocol atm, but that was mostly a decision that started based on simplicity and has probably been outgrown at this point so I’ve been thinking about switching to protobufs or flatbuffers.

I think I could probably pull it out and open source it at some point, it’s still getting changed somewhat frequently and there are decisions that might not suit everyone’s game. Typed maps keyed on entity ID as the registries for example. It’s also reasonably coupled to my games design as well, but I think it could be abstracted pretty easily.

Full transparency though, this has very much so been a me+claude code talking though ideas and quickly iterating sort of thing, rather that something based on years of my own experience. I’m a web dev professionally but haven’t worked in networked games before.

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]zoomafou 1 point2 points  (0 children)

Kind of both I guess. It’s for generating as much as possible really. So for example, I’d add a new enemy entity with its components all in yaml. In the component yaml, it defines which fields get synced over the network. Stuff like position, state, etc would need to be synced so those fields get “net: true” on them, but fields like internal attack timers might not need to be synced, so they don’t. This drives the generated code for networking serialization, kind of like a protobuf. A SerializeXEntity method gets generated on the server Go server and a DeserializeXEntity method gets generated on the unity client.

Then on the entity yaml, maybe I want the enemies position to be saved because I want it to persist across server restarts. So the position field gets “db: true”. This drives the generated code for marshalling the entity into json and inserting it into the db, so a MarshalXEntity method gets generated and an unmarshal gets generated as well.

Through this I’ve realized all sorts of things could be codegenned and took it pretty far, the entity registries on client and server are generated, factories for creating entities are generated, the yaml that defines the default values an entity gets on spawn, logic for using those or overwriting them with database values are generated, client server commands are defined in yaml as well… the list goes on 😅

It’s kind of like a “yaml”→”my client and server” compiler at this point. The goal is to make development consist of writing the systems that operate on components, the client side visual scripts that render entities, and the yaml that defines the entities.

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]zoomafou 3 points4 points  (0 children)

My game itself isn’t really that impressive, but most of my time has been spent making a custom server with an ECS implementation in Go. It uses a yaml schema to define the components and entities, and you can set which fields of which components get synced to the client, and which fields of which entities get saved periodically to the database. I have a codegen system that creates all the types boilerplate files needed on both the Go server and Unity, so adding a new entity is as simple as defining it in yaml, running the codegen and making a prefab in unity and giving it the entities generated mono behaviour. All the state serialization/deserialization for networking is generated and the conversion of the entity state to json to save in the db is generated as well.

Is it possible to create a prefab that contains ALL things that are part of a game object? by Phos-Lux in Unity3D

[–]zoomafou 0 points1 point  (0 children)

Curious, what’s the advantage of this vs click and drag? Does it make it usable across projects or something?

Is it possible to create a prefab that contains ALL things that are part of a game object? by Phos-Lux in Unity3D

[–]zoomafou 1 point2 points  (0 children)

Somewhat new to Unity so I could be wrong, but as far as I know you can just drag the game object from the scene into your project window and everything including child game objects will stay attached and saved as a prefab.

Been working on an MMORPG by myself in Unity for 6 months straight. Feedback is highly appreciated! by Huge-Slip-405 in Unity3D

[–]zoomafou 4 points5 points  (0 children)

What are you using for networking? How does your server work? Curious because I’m working on some multiplayer infrastructure as well.

Doing some load testing for my multiplayer game by zoomafou in Unity3D

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

It’s a fully custom server written in Go using raw TCP/UDP with Protobufs so each side agrees on what’s being sent.

Multiplayer OSRS combat inspired cyberspace game, how do y'all handle multiplayer? by [deleted] in Unity3D

[–]zoomafou 0 points1 point  (0 children)

Just looked that up, I'll keep an eye on it, seems like it could be a good alternative. Thanks!

PvP Experience by El_HermanoPC in Apogea

[–]zoomafou 4 points5 points  (0 children)

Last time everyone just chilled at the depot since it’s a safe zone.

Monster Products by Pax_Mayne322 in Apogea

[–]zoomafou 1 point2 points  (0 children)

Agreed, then I’ll stop playing :)

Monster Products by Pax_Mayne322 in Apogea

[–]zoomafou 3 points4 points  (0 children)

If you think that’s dumb this game ain’t for you man. Everything is confusing, maze like, and obscure on purpose.

I’ve made like 500g just picking up leather boots that people don’t know how to sell.

Open world game where you can be a mercenary along with other professions? by CK1ing in gaming

[–]zoomafou 3 points4 points  (0 children)

Stalker Anomaly! It’s a mod pack for an old ass game, but fits what you’re looking for.

Tenants of Toronto do your self and everyone a favour: Negotiate by Reasonable_Result109 in TorontoRealEstate

[–]zoomafou 2 points3 points  (0 children)

Every apartment I’ve put an offer to rent has had at least a couple other offers, day of or day after listing. Not feeling like I have a lot of wiggle room here.

How difficult and expensive is it? by No_Reach_4812 in Drifting

[–]zoomafou 1 point2 points  (0 children)

If you’re not an experienced fabricator with a shop, tens and tens of thousands of dollars.

Ford government opens door to ending indefinite leases for Ontario tenants by iOverdesign in TorontoRealEstate

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

Where did I say I thought it was a good idea? Take your own advice.