Keilthar

@keilthar.bsky.social

🔅 IT #Engineer - 🖥️ Indie game developer on #Unity - 🤓 Passionate about technology, science and geek culture - 🤨 Grumpy old bastard and proud of it ! DevLog : https://keilthar.github.io/devlog/

To give you an idea of ​​the scale: - Time: 4 days to implement (between 35 and 40 hours of work) - Number of lines of code: ~4000: * 1000 to handle keyboard/controller inputs + network transmissions * 2500 for server-side calculations + client-side modeling * 500 for bundle creation 1/7

Keilthar@keilthar.bsky.social · 2mo ago

Floor editing tool overhaul: in addition to the free sculpting mode, it now allows you to import any 3D shape and use it as a brush to sculpt the floor, even that good old Suzanne from #blender ! #indiegame #indiedev #IndieGameDev #madewithunity #unity #gamedev #vfx #b3d

So, here's what I completely reworked: - an automated spawn system around the player, adaptable based on performance (before, it was a fixed spawn point across the entire map) - dynamic grid management using HashMaps, automatically reassigned when the leaves move 1/3

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Keilthar@keilthar.bsky.social · 8mo ago

Well, I don't think I could do any better in terms of performance, and I'm going a bit overboard with the leaves quantity and their speed. 😅 I have systems for attraction/expulsion. Next up will be a vortex and a wind system ! #indiegame #indiedev #IndieGameDev #madewithunity #unity #gamedev #vfx