Would have been cool if it was an actual coding tutorial of VAMPIRE SURVIVORS, If you are at all inclined I think it would be an amazing tutorial and a perfect use case for DOTS in a modern relevant game style.
@@TurboMakesGames vampire survivors DOTs tutorial when? Maybe you can at least upload the showcased project for patreons or smth? Would be greatly appreciated!
Do you have any information about 2D sprites with DOTS? I've been having some issues getting my entity prefabs to be rendered in while following your new tutorial. They do show up in the hierarchy as they spawn though.
For this game I was using just quad meshes to display the sprites. I do know there is a repo on GitHub called N Sprites that is supposed to be good, but I haven't used it myself yet - github.com/Antoshidza/NSprites
It is indeed made with Unity ECS! Great to hear you're interested in checking out ECS yourself, feel free to watch some of the other videos on my channel to learn more about what it is all about 😊
@@TurboMakesGames I build enterprise software for a living, and it always amazes me when I get these spurts of interest in gamedev, because IMHO you have to be a lot smarter and more CS stuff to write game code. Huge respect to game devs.
Basically - main reason is that Unity doesn't have any 2D specific tools for ECS, so you basically just make a 3D game and lock all the entities to a single plane
I have looked at a lot of your videos on DOTS and its interesting but i dont see how or if that fits into a traditional FPS game and how characters are controlled. I am develiping a title that needs realistic physics for the character controller but also thousands of bad guys. I am wondering if DOTS will work for this or should i continue my efforts at traditional unity. I am currently trying, and its slow going, to get a complex controller finished.
The places DOTS works well for FPS games are competitive multiplayer games and games with high entity counts. Though if DOTS is too complex for you right now, maybe it is best to stick with traditional Unity so you can make progress on your game rather than fighting through the API. Good to know you'd want to learn more about making FPS games with DOTS though
Here you go - github.com/JohnnyTurbo/LD53 Just keep in mind that it is a jam game and lots of decisions were made with the speed of development in mind over best coding practices/performance. But it still runs really well with lots of enemies on screen!!
Looking good dude! Been following for, 1-3 years (cant remember) as I was into Godot for a bit. Your skin looks great now. It's funny to watch some of these channels and watch people grow up / change. Weird random comment from someone on the internet? yea, probably, idgaf lmao
You can assign functions in an array of weapons, for example I could attach Fire() to weapon[0] and then call weapon[0] as a function to fire whatever "weapon" you assigned to it.
Here is a forum post from a community member discussing all the options for animation in DOTS right now - forum.unity.com/threads/dots-animation-options-wiki.1339196/
Hi Turbo What we always and only see the usage of dots in cubes or tiny 2d spirits ect.. but what about real big scenery or a dense forest or the usage of dots for grasse etc..
In my opinion those type off games need some way off score and high score system The reason is because the game play is to semple and because the don't have something some gole off something For example what is the difference if service 10 second or 20 if the don't have a way to know that And what is the difference if someone kill 100 or 200 enemy's ? If the don't have some form off since for how well you did the i will play 1 with 2 and I will give up if you score system is nesaty for those games The other reason score system are great is because there is competition between you and other Player's
There is NO information about dots overlapping like physics.OverlapBox and etc. Very bad performance, worse than with classic overlapping. (or I do smth wrong)
The DOTS physics system is something I'd like to do a deep dive on at some point. Out of curiosity, which platform are you developing for? I know there are major performance issues with DOTS physics on Android based platforms right now
Disappointing video, expected a better comparison of Bevy entities vs. DOTS entities, and more performance and especially more developer experience comparisons.
Thanks for the feedback, good to know that is more of the type of thing you'd be interested in seeing. If you haven't already, I'd recommend checking out Matthew's video on the topic that goes more into the technical comparison between the two - th-cam.com/video/UvLsr_XUbrM/w-d-xo.html During our final livestream we did a bit of performance testing and both games had a ton of performance headroom. Even with the highest entity count in our respective games (only around a few hundred entities) frame times were just a few ms.
The timing of this video is unfortunate. No matter what conclusion you come to on a technical level, if you choose to use the Unity engine after their latest attempt to screw over their whole community, you are actually brain damaged and deserve no sympathy when Unity decides to try again. That aside, great video, keep up the great work.
I would love to see a tutorial of how to make a game that implements both ECS and Mono behaviors in some necessary or just random parts of a game.
Cool, good to know you'd be interested in seeing that!
Thanks for making the code available, I basically learned DOTs by just looking and poking around at your code from this game!
Awesome, so glad to hear it was helpful to you 😀
Would have been cool if it was an actual coding tutorial of VAMPIRE SURVIVORS, If you are at all inclined I think it would be an amazing tutorial and a perfect use case for DOTS in a modern relevant game style.
Awesome, good to know you'd be interested in something like that!!
Agreed
Yes, please make this. DOTS is a perfect use case for it.
+1 would be awesome
@@TurboMakesGames vampire survivors DOTs tutorial when? Maybe you can at least upload the showcased project for patreons or smth? Would be greatly appreciated!
Always love seeing your implementations on ECS! I'll always be here for DOTS and ECS content!
Would love an ECS tutorial for this game to show more practical approach when developing certain features etc
Cool good to know you'd like to see that 😊
Agreed
6:35
I do the exact same thing whenever I'm testing text wrapping at work or home. You gotta keep yourself entertained haha.
Hahah you gotta do it 😀
Also, commenting for the algorithm. Dipped toes into rust a couple times, havent pulled the trigger yet though
🙌🙌
Matthew seems to be a big fan of Rust!
I made a VS clone in Unity and added online multiplayer. I thoroughly enjoyed writing id.
Do you have any information about 2D sprites with DOTS? I've been having some issues getting my entity prefabs to be rendered in while following your new tutorial. They do show up in the hierarchy as they spawn though.
For this game I was using just quad meshes to display the sprites. I do know there is a repo on GitHub called N Sprites that is supposed to be good, but I haven't used it myself yet - github.com/Antoshidza/NSprites
It's a game that seems to be made to be programmed in ECS. Now with the LTS release, someting I might try myself at.
It is indeed made with Unity ECS! Great to hear you're interested in checking out ECS yourself, feel free to watch some of the other videos on my channel to learn more about what it is all about 😊
@@TurboMakesGames I build enterprise software for a living, and it always amazes me when I get these spurts of interest in gamedev, because IMHO you have to be a lot smarter and more CS stuff to write game code. Huge respect to game devs.
what a tool A.I images is for the week.
Is working with ECS for a 2D game the same as a 3D game? Seems like there are tons of 3D tutorials but no 2D tutorials.
Basically - main reason is that Unity doesn't have any 2D specific tools for ECS, so you basically just make a 3D game and lock all the entities to a single plane
I am here from the unity video of unity 2022 LTS release hoping to learn some dots tecniques!
Welcome! Excited for you to learn 😀
Feel free to ask any questions on here or our Discord - tmg.dev/Discord
@@TurboMakesGames thanks!
I have looked at a lot of your videos on DOTS and its interesting but i dont see how or if that fits into a traditional FPS game and how characters are controlled. I am develiping a title that needs realistic physics for the character controller but also thousands of bad guys. I am wondering if DOTS will work for this or should i continue my efforts at traditional unity. I am currently trying, and its slow going, to get a complex controller finished.
The places DOTS works well for FPS games are competitive multiplayer games and games with high entity counts. Though if DOTS is too complex for you right now, maybe it is best to stick with traditional Unity so you can make progress on your game rather than fighting through the API. Good to know you'd want to learn more about making FPS games with DOTS though
Please tell me you have source code for unity! I tried making a vampire survivor like game but struggled with some of the optimisation.
Here you go - github.com/JohnnyTurbo/LD53
Just keep in mind that it is a jam game and lots of decisions were made with the speed of development in mind over best coding practices/performance. But it still runs really well with lots of enemies on screen!!
Looking good dude! Been following for, 1-3 years (cant remember) as I was into Godot for a bit. Your skin looks great now. It's funny to watch some of these channels and watch people grow up / change. Weird random comment from someone on the internet? yea, probably, idgaf lmao
Right on man, hope you've been well!!
You can assign functions in an array of weapons, for example I could attach Fire() to weapon[0] and then call weapon[0] as a function to fire whatever "weapon" you assigned to it.
How do I play animations with dots
Here is a forum post from a community member discussing all the options for animation in DOTS right now - forum.unity.com/threads/dots-animation-options-wiki.1339196/
Meanwhile Vampire Survivors was made in Phaser.
Turbo can you please recreate your ball game with final dots package to show dots basics, events etc.?
Hi Turbo
What we always and only see the usage of dots in cubes or tiny 2d spirits ect.. but what about real big scenery or a dense forest or the usage of dots for grasse etc..
In my opinion those type off games need some way off score and high score system
The reason is because the game play is to semple and because the don't have something some gole off something
For example what is the difference if service 10 second or 20 if the don't have a way to know that
And what is the difference if someone kill 100 or 200 enemy's ?
If the don't have some form off since for how well you did the i will play 1 with 2 and I will give up if you score system is nesaty for those games
The other reason score system are great is because there is competition between you and other Player's
Would've made the game better by removing mechanics to make it boring then adding your logo on it
There is NO information about dots overlapping like physics.OverlapBox and etc.
Very bad performance, worse than with classic overlapping. (or I do smth wrong)
The DOTS physics system is something I'd like to do a deep dive on at some point. Out of curiosity, which platform are you developing for? I know there are major performance issues with DOTS physics on Android based platforms right now
@@TurboMakesGames We would be happy to deep dive on it after you) WebGL
Disappointing video, expected a better comparison of Bevy entities vs. DOTS entities, and more performance and especially more developer experience comparisons.
Thanks for the feedback, good to know that is more of the type of thing you'd be interested in seeing. If you haven't already, I'd recommend checking out Matthew's video on the topic that goes more into the technical comparison between the two - th-cam.com/video/UvLsr_XUbrM/w-d-xo.html
During our final livestream we did a bit of performance testing and both games had a ton of performance headroom. Even with the highest entity count in our respective games (only around a few hundred entities) frame times were just a few ms.
The timing of this video is unfortunate. No matter what conclusion you come to on a technical level, if you choose to use the Unity engine after their latest attempt to screw over their whole community, you are actually brain damaged and deserve no sympathy when Unity decides to try again.
That aside, great video, keep up the great work.