
Hello all,
Some months have passed since my last post, so I thought I'd just mention that development is progressing well and that I've been working hard on many behind-the-scenes-systems to keep everything connected and optimized. I've linked some videos below explaining how I approach the challenges of running such a huge game with so many elements.
I'm currently finalizing the connection between Buildings/Units and the Road/Off-road Network, such that units and buildings can "find the closest network contact point" whenever the network changes, for example some road segments are removed. This is crucial for keeping everything connected to each other and moving properly between off-road locations and on the network. I'm also working on how the roads are applied to the map visually, and updated as the terrain changes.
As soon as I'm happy with how the roads work, I will rework the rivers to also work like the roads.
I'm still really enjoying development, and wish progress could be faster, but complex gridless systems and optimization takes extra time. Thanks for your patience!
Gideon
Fast Culling:
Fast Rendering:
Shaders:
Speed Testsing Burst Jobs:
Terraforming 10 Million Grid Points:
Obtaining Dense Foliage:
Handling Tens of Thousands of Units and their Pathfinding:
Complex Paths:
Dynamic Weather on Huge Maps:
Using Scriptable Objects in my Workflow:
Faster Particles:
Staying connected to a Dynamic Network:
Fast Saving: