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Amine Rehioui

@aminerehioui3,779 subscribers

Building Powerplay, an RTS w/ industrial automation and military strategy ☢️ https://t.co/cqP4ZzsQsv 🌎 https://t.co/W0RQlLHlqY

Shorts

an important optim for any isometric RTS: split the map into sectors, and do frustum culling. I know that Unity already has great culling, but it feel wrong to only rely on Unity for it, what if we want to have huge maps? Of course, logic and rendering has to be completely decoupled, because entities in invisible sectors still need to "think". And of course, I broke the minimap because all sectors must be visible in it at all times. But it's fixable by manipulating visibility though rendering layers instead of mesh renderer state.

an important optim for any isometric RTS: split the map into sectors, and do frustum culling. I know that Unity already has great culling, but it feel wrong to only rely on Unity for it, what if we want to have huge maps? Of course, logic and rendering has to be completely decoupled, because entities in invisible sectors still need to "think". And of course, I broke the minimap because all sectors must be visible in it at all times. But it's fixable by manipulating visibility though rendering layers instead of mesh renderer state.

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what ~2 years of progress looks like

what ~2 years of progress looks like

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if you are making an isometric 3D game, one of the easiest and highest impact improvement to lighting you can make is to take your lighting rig, and shove it inside the camera hierarchy. It gives a consistent lighting from all angles! no idea why it took me so long to do this

if you are making an isometric 3D game, one of the easiest and highest impact improvement to lighting you can make is to take your lighting rig, and shove it inside the camera hierarchy. It gives a consistent lighting from all angles! no idea why it took me so long to do this

28,338 просмотров

thanks guys for trying the demo! this feels different from the initial demo that we pushed last year in the steam RTS fest. Back then, 95% of feedback was about "lack of tutorial". It made me sad because I didn't really enjoy the game back then and I felt that making a tutorial was pointless. this time, we still don't have a tutorial, only few minor objectives, and still got 10x more feedback. And real feedback from players that played a lot, some of them replayed the same mission many times. for the first time in almost 3 years, I feel confident about encouraging people to try Powerplay. And it will only get bigger and better from here, because I decided to finally end my solo developer era and finally get a partner to help me ship this motherfucker! If you have been following the development you should know who I am talking about 😉 I will announce it soon!

thanks guys for trying the demo! this feels different from the initial demo that we pushed last year in the steam RTS fest. Back then, 95% of feedback was about "lack of tutorial". It made me sad because I didn't really enjoy the game back then and I felt that making a tutorial was pointless. this time, we still don't have a tutorial, only few minor objectives, and still got 10x more feedback. And real feedback from players that played a lot, some of them replayed the same mission many times. for the first time in almost 3 years, I feel confident about encouraging people to try Powerplay. And it will only get bigger and better from here, because I decided to finally end my solo developer era and finally get a partner to help me ship this motherfucker! If you have been following the development you should know who I am talking about 😉 I will announce it soon!

13,422 просмотров

we have biomes! using a palette but for terrain and trees. We have 4 fixed texture types: base, nature, light, and dark. Each biome defines the set of textures, and a type of trees. The terrain is painted with indexes into the palette. Thanks for coming to my ted talk

we have biomes! using a palette but for terrain and trees. We have 4 fixed texture types: base, nature, light, and dark. Each biome defines the set of textures, and a type of trees. The terrain is painted with indexes into the palette. Thanks for coming to my ted talk

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my indie game for 15 seconds

my indie game for 15 seconds

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Videos

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MLRS vs assault helicopters ☠️

Amine Rehioui

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new walls have arrived

Amine Rehioui

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