We have been begging him for many years now and he said frw times he would like to make a complete tutorial but never happened 😢 glad to see it in progress 😁
You have no idea how excited I am for this! I've been wanting to make a game like They Are Billions for years. I waited for DOTS to get it's full release and now I've finally started on it. I've followed a lot of your DOTS tutorials even from previous versions and they have helped a ton (even though it took ages to convert some stuff to newer ecs versions). I literally would have never been able to figure out DOTS without your tutorials and now that you are doing an RTS course it will make learning some of these crazy performance gains 100x easier.
I'm so glad to hear you are working on a full RTS tutorial. I used some of your tutorials in the past to attempt basic movement in a project I now since abandoned. But I'd definitely like to give it a try again.
I am recreating Factorio and learning through your grid system videos how to do this. It is great to see this kind of videos, I am learning a lot in this channel.
your videos are alot better to understanding game development at a deeper level than 80% of unreal educational content out there. This is really what I always wanted in the unreal community which is always alot more plain rather than going into these topics like efficient algorithms etc. Didnt know about the flow algorithm.
Love your tutorials! Very useful and easy to understand for beginners! If it's possible, please make a video how to make a crafting system like in Ravenous devils 🙏
Huge RTS fan, can not wait for your RTS course, I one hundred percent will complete the course, this is a promise to myself! Haha. Thanks again for all you do!
It's been a long time, but the selection was actually fairly tricky. The selection box is easy and simple, however you can select units by single clicks, holding shift also alters the way selection works, and you use the same mouse button for disselecting and issuing commands as well. A complex scenario that requires a complex solution.
Awesome: I made a really basic RTS using the Unity Nav Mesh for Path finding. Seems performant enough, for ~ 30 Units. It would be useful to have a beginners guide on how to use the Performance Analyser effectively, and what are the most common Performance issues and solutions.
Just a point of note - when you talk about two kinds of Fog of War - the blacked out exploratory part is called the Shroud. The regenerating greyed out areas are called Fog of War. The idea is basically if it's a previous unexplored area in a game with a setting (fantasy, medieval, no tech) that has no Satellites or RADARs you have Shroud. In games that have those, you would only use Fog of War, cause doesn't really make sense to be with Shroud....
Are you planning to create a new Course (and now with ECS / DOTS)? That's really good news. 🔥🎮😁💯👍🏻 I am sure it's going to be lots of fun and a great opportunity to learn to use DOTS and related Performance Optimization good practices.
Hyped to learn some DOTS from the Unity Mentor Master Code Monkey !!! Till the DOTS course comes in the future I'll be following the past catalogue of mechanic videos. Thanks to this man I'm constantly progressing in Unity learning. 🧑🏫
For the fog of war it may be useful to look at textures. Textures that are set as writeable in the importer can be changed at runtime. Those are obviously less performant than readonly textures, but it is possible to set individual pixels that match the world coordinate. This has a beautiful advantage over any system memory based structures as a texture can be given to a shader, and a shader has the world coordinates of objects drawn so visibility of objects can be calculated on the shader.
Please do a fully course for multiplayer DOTs not just single-player DOTs :D you absolute champ! in terams of course content can you cover procedural generation for creating maps as well as hand crafted bits
Btw that demo game is more of a tower defense rather pure RTS. Base building (grid system) resource gathering, units, war just like the upcoming Tempest Rising is the RTS tutorial i am hoping for.😊
Nice, but what about a turn-based RTS game, such as Dune: Battle for Arrakis (Sega version) Opponent is powerful computer, so logic behind such would be nice too :X
So turn based but you control multiple units? Technically you could make that work by following my TBS course, the code in that game is very adaptable so you could definitely have a squad of multiple units occupying each grid position ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QDr_pjzedv0.html
I’ve been working on HPA* Flowfield for a long time it is DIFFICULT (for newbies) so if you plan to tackle this it would be extremely helpful 🙏 I only recently got a half-baked implementation done.
@@CodeMonkeyUnity They are being used as we speak, redoing all to fit them because they are so good. What I love about them is that they have made an amazing job with low poly style and just makes the game look timeless.
I'm really wondering how you're going to approach AI behavior in DOTS. Based on my own research, this is still a very experimental field with no common practices (FSM, behavior trees, utility AI) nor tools established yet. But looking forward to see what you come up with... Would be great do see you deal with also slightly more complex AI beyond zombies with "if in range->move closer, if in attack range->attack" basic stuff etc...
I'm very excited about the news of your upcoming RTS/DOTS tutorial. I know you said that it's still in the early stages, but do you have a rough idea of when you think you will be releasing it?
Most of the tough parts of the prototype are done, I should have the full prototype done by the end of this week. Then I still have to write/validate/record/edit all the lectures. So maybe mid-July?
what about the combat? In games like Battle for middle earth you have one 'unit' that consists of like 30 or 40 individuals. Obviously when the health of the 'main' unit depleates that gets shown as one of the units in the group die. How is that combat implemented? I doubt that the logic is done for each of those units, but maybe I'm wrong
How would you create something like Mount and blade? It has a lot of units as well but they are really high quality in terms of model and also animations. Any idea besides basic LOD ?
Спасибо за крутое видео. А скажите, пожалуйста, как можно объединить все эти механики в одну игру ?? Использовать MVP или MVVM или вообще без этих паттернов можно собирать, используя Event Bus и Service Locator.
Hmm not really, that's an area I haven't explored. I did use physics in my game Dinky Guardians which has multiplayer, but the physics are super simple, they just run on the server
I've never used DOTS in a complete project so no clue whether it will be easy or difficult. I'm planning on making fewer videos for the rest of this month so I can focus entirely on that, so by the end of this month I should have a good idea
Hi, great video, thanks! I do not really understand how you can use the grid pathfinding on non-grid based 3d levels like these? Do you somehow subdivide it into a grid? How do you determine which grids are not walkable?
This game is grid based, you can see the grid when placing a building. Grid positions with buildings or resources are not walkable Are you asking because the unit movement doesn't look grid based? That's just a bunch of smoothing applied on the grid pathfinding logic
If not grid based then you can still use a grid just for pathfinding. Or you can look into NavMesh pathfinding, Unity has that by defualt. It automatically generates a mesh that units can walk on
It will be free? If yes impossible to believe getting free course form a professional developer 2nd time and I am sure that this will be also good as Kitchen chaos .I am very excited to this
I'm going to try something new, make the course a normal paid course but have a free video with the first 4-5 hours of the course. That way everyone can learn the starting point of a DOTS project
If you have just one unit it will be more expensive to calculate flow field than a*, but if you have multiple units then flow field is generally cheaper than A*
In the case of this game all Units move to the same position, the players HQ, so there's just one flow field regardless if there are 10 zombies or 10 thousand. The flowfield calculates the move vector for every grid position in the world that will push it towards the HQ, the zombies just follow the move vector on the grid position where they're at
Considering how this video is a high level overview instead of a step by step tutorial, everything here is applicable to any engine. For example for selecting units, every engine will have a physics system and that system will have a way to do physics queries. For clicking, every engine has a sort of raycast, etc.