Make Your Own Vampire Survivors-Like in Unity (No DOTS)
Video Overview & Insights
• Thanks for watching!
Check out my video where I simulate the transformation of a tiny colony into a bustling, animated city using Unity: https://youtu.be/QxzqjAz7ayU
• Metallophobia: https://store.steampowered.com/app/1814270/Metallophobia/
Source Code:
thank you so much!
• https://github.com/ziberian/unity-vs-clone
Music Used in this Video:
you legit saved my ass ❤❤❤❤
• KOLA - Better Alone
• KOLA - Break
How do you interact with the ennemy without colliders??
#unity #unity3d
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More User Perspectives
Why i Will use DOTs? Its easy just making Flocking For Boids
@NianticLighterhi i really like this video i was wondering if u know how to make stuff using roblox studio if yes please let me know i would like to hire u if u can
@OkOk-po4bcGreat video. Subscribing for more. I love the straight-to-point approach, that's just what I needed, thanks!
@ViniciusNegrao_I'm trying to do similar in Godot...
@BrianHallmondThx a lot for this video. I am trying to make a tower defence game that can have 5000 enemies in a single wave. This video helped me a lot.
@KardokDelikurtThis is very useful. Im making a 2d multiplayer pvp bullet hell game, and although ive already made a huge number of optimizations, it can still struggle. This should solve all of my problems!
@ShringyshrongPick 2 random buckets, put new thing in bucket with less things. You can use an XOR-based PRNG, it's good enough, you'll get something close enough to optimal.
@EmoryMKanka sen turk musun aksan turk aq
@brnccc28Hello, thank you for your tutorial
The source code help me so much but can you share full your demo project in unity, i have some problem when use with my code
Doesn't unity already have batching?
@DuskfallRequiemWhat if you push nearby enemy out of its spatial group? Bug?
@ivanalexeev8631I liked, I subbed and now it's time to try this! I hope it works for me haha
Merry xmas and a happy new year!
if the map has obstacles, how to move enemy around it?
@VNTYRsim interested in adapting this for godot maybe this code is understandable enough. its physics seems to have the same drawbacks mainly relying on CPU, I am disappointed we don't just have gpu physics for everything in 2024. Ive done enough research to know other methods than bathcing won't make orders of magnitude difference and my physics process is the culprit of the massive lag with just 300 enemies on a damn intel Q6600. someone on more modern HW would not care to optimize the game still in early alpha.
@NeuralSenseiWould dots be better? Why not use dots?
@JackBauerDevVery good video, nicely explained!
@yyvan5125Thank you for the tutorial.
what does GetExpandedSpatialGroups do? Its not included in the tutorial and the parameter you pass there is different from the V2. Why would you not show the extra functions and how you instatiate the dictionaries and other lists? You dont seem to have a paywall anywhere.
Thanks! But how much cost List.Remove operation? Will Unity move rest elements (tail) by one to beginning of the list?
@domenos8967I am developing RTS game 400 units vs 400 units, can you suggest me an optimal approach?
@lining-wp9soVery nice tutorial, however, did you figure out how to move the enemies smoothly? Currently they jitter a lot, as they only move every Xth of a second.
@rukinohiThank you! great video!
@Sciensmici tested it and it works!
spoken like a true game developer sir!
this a good tutorial, I usually just slam a box trigger collider to make in the list of the enemy. if enemy got in, add to the list, if enemy out, delete from the list. lol
@shinkouhai919很棒的视频,视频的前半部分我跟你的思路是一样的,但是我没有去验证这个方法可不可行,因为我下周就要交付工作了,谢谢你帮我验证了这个方法是可行的并且很感谢提供了视频后半部分的思路
@zivv1847OMG, I want to make a Survivor game and performance is a huge limitation without using DOTS, watching your video I'm impressed if you can share the source code, I really appreciate your work. your current job!
@OskGameI wonder if the physic layer in Unity will help in this case. By saying no collision between enemy, using collision trigger tom reduce the work. Does this help? never try with a lot of object like this game. But thanks for the tutorial, somehow I think this is better solution.
@ThanhNguyen-po7zyfirst of all ty for this amazing video and can i get this project that you made here to see how all this combine into one? i got kinda lost while trying to make it work for me
@shonsomech7839thanks, is there a reason not to use dots?
@boynet2Smart approach. Thanks for the video, but may I ask this: Aren't you just "exchanging" low FPS for high FPS but with enemies moving at even lower FPS? Or didn't I get it right?
@ComfortZoneGamesGreat video, I love learning the logic behind solving these kinds of problems, thank you!
@jaaferelsadigI assume that the code choose the enemy randomly from spatialgroup right? So if we for example have 2 enemies in spatial group that will meet distance requirement it just choose first one in the list right?
@de0o0It's strange that your channel has so few subscribers. The depth and quality of the content are outstanding. Subscribed! Looking forward to more videos like this.
@IdealIdleIncrementalSOURCE CODE FOR RELEVANT FILES ARE IN THIS COMMENT & IN THE DESCRIPTION:
After popular request I am sharing the source code for this project, now you have to subscribe and watch all of my videos :)
NOTE: It has been 6 months since I looked at this project and these scripts aren't necessarily ready to be shared, if anything doesn't work don't be mad.
https://github.com/ziberian/unity-vs-clone
So uh... where is this actual solution? :D
@sobalsoftYou could also just do everything on the GPU, which would probably be enough by itself
@ZicrusWhat is this place?
I don't know.
Do I understand the things appearing on my screen?
No.
Why am I here?
The almighty algorithm has sent me.
And what a wonderful place I have been sent.
And now I shall attempt to appease the almighty algorithm, so that others too may experience this joy.
Would it be better in your sorted set to rather than sort every single batch, keep track of which scores change and move them in the set accordingly? That way you don't have to sort the entire list and can just move around the ones that need moving
@kplays_6000How is calling their FixedUpdate()?
Does each checks if it''s their turn to act or that happens in the GameController?
So after you get a the list of the enemies in the Partition (or neighbor Partitions) you check the projectile distance from the enemies?
What about the enemy who is big enough to get inside in the other Partitions?
Does an enemy exists in multiple partitions because of the size?
I thought unity already implemented this haha
Did you also use dots?