Is it possible to take a real-time strategy game to the next level with Unity3d?
Everyone knows the so-called Open World Games. The term Open World is actually misleading. A world is not just a map with a border that can not be crossed.
But what if you just had a real open world?
I am developing a 3D real-time strategy offshoot of the classic "KKND Krossfire" and would like to implement this in exactly this environment.
Now the question comes to the #Gamedev and # Unity3d community.
Does anyone know?
Has anyone ever created something comparable and can give me tips or share his experience.
Is physics used as an engine to keep the units all on the ground?
And and and so many questions. I would be very happy to receive feedback.
Sourge:
all photos are Form "The Universim
Crytivo Games" and serve only for demonstration.
You know I'm a 2D gamedev, so take my opinion with a grain of salt.
That sounds very inneficient. They shouldn't have to keep checking wether they should stay on the ground if they aren't supposed to jump anyway.
Unless they're being destroyed and parts will be sent flying, in that case using physics is a good call.
Remember, when you start your engine in Mario Kart, there's no fuel simulation.
I do not know how it is done but I think a physics engine needs to work on gravity, for example. I do not know how else to convey Unity.
But with Mario Kart you are right 😂
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Looks like Planetary Annihilation
Posted using Partiko Android
This is very similar 😁
I think @platuro should be able to answer your question. ;)
Ich danke dir. Da werd ich ihn mal nerven 😂
try to google "unity spherical world", there are some solutions on how to wrap the world around the sphere with gravity simulation. the other question is how to control those world artistically. Star Citizen have the most believable and detailed planets afaik.
I found 100 videos on the subject. Thank you 😊
Nice look