🔴Making a Unity DOTS RTS Game!

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  • Опубліковано 20 тра 2024
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КОМЕНТАРІ • 12

  • @PaulMucci
    @PaulMucci 23 дні тому +2

    On tooling. I always start with creating tools first. It's led me to have a dynamic arsenal I've developed over time. Some of the stuff I created. I have what I call a dynamic author. It's one author that will author anything. I have an editor window that pieces entities together that is fed into the author. I also just finished moving my behavior tree into an ECS format. It's nice to build the AI in an editor window that I can quickly swap around. It makes testing a sinch.

  • @theashbot4097
    @theashbot4097 24 дні тому

    Man! You streamed today too! This time I just did not get notified. At least the vod is saved. The way that you have to do animation with DOTS will most likely work just fine with voxel art animations. I am looking forward for the course, though I am going to spend the next few weeks learning myself, but I still might learn something new with your course!

  • @bluzenkk
    @bluzenkk 24 дні тому

    awesome!

  • @iliqnikushev3820
    @iliqnikushev3820 23 дні тому

    Really good stuff man! Hopefully ECS matures soon in Unity.
    I am currently working on a 'Boilerplates removers" for ECS and i have struggled with every one of these steps you face (physics, jobs, and later even Multiplayer). Hopefully we can get them integrated into Unity and come out of the box

    • @arawn1
      @arawn1 23 дні тому +1

      So true! I am working with ECS since a few weeks... and ECS breaks my head especially when you get Sync Point problems

    • @iliqnikushev3820
      @iliqnikushev3820 21 день тому

      ​@@arawn1 For those what i figured out is having a split of the flow. Anything Async - Treat it as "Eventually" it will be done and do not block the main thread
      - Utilizing the ECB (Entity Command Buffer) . You also do not want to create infintie amount of Entity Command Buffers, and do not want them to be too full. Splitting them up over frames helps
      - Group the WRITE of components. Utilizing NativeParallelHashMap helps. (for Example: a worker chopping wood. You need to store the current state of the wood for the frame, just in case multiple workers are chopping it at the current moment)
      - Creating/Deleting entities - Only in the end of the frame
      What i have setup is systems to run in between a custom created ECB:
      {CreateBufferSystem}
      {System1}
      {Async Job}

  • @PotatoManager420
    @PotatoManager420 23 дні тому

    So you came up with system that changes meshes for animation?
    May I point you that Unity's github has EntityComponentSystemSamples, which contains script examples on how to deform skinned mesh, it's in 5. Deformation folder

  • @Xeratas
    @Xeratas 23 дні тому +7

    just some feedback. i think the walking people in the bottom of the video are super annoying, distract from the video and add zero value to the stream/video.

    • @rafaelribeiro9474
      @rafaelribeiro9474 23 дні тому +1

      Twitch users like it. But I do agree that it could be smaller.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  23 дні тому +2

      For normal videos I agree it would be distracting, but for these livestreams my main goal is interacting with chat (rather than teaching as a tutorial) so for that I like having the overlay

    • @Xeratas
      @Xeratas 23 дні тому

      @@CodeMonkeyUnity how does the overlay help to interact with chat? Not sure if understand the purpose of the overlay.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  19 днів тому +1

      The overlay is visible on my screen, what you see in the video is what I see, so instead of having to look at the second monitor I can read comments right in front of me.
      Also makes it more fun since people can customize how they look like