We have been begging him for many years now and he said frw times he would like to make a complete tutorial but never happened 😢 glad to see it in progress 😁
You have no idea how excited I am for this! I've been wanting to make a game like They Are Billions for years. I waited for DOTS to get it's full release and now I've finally started on it. I've followed a lot of your DOTS tutorials even from previous versions and they have helped a ton (even though it took ages to convert some stuff to newer ecs versions). I literally would have never been able to figure out DOTS without your tutorials and now that you are doing an RTS course it will make learning some of these crazy performance gains 100x easier.
I'm so glad to hear you are working on a full RTS tutorial. I used some of your tutorials in the past to attempt basic movement in a project I now since abandoned. But I'd definitely like to give it a try again.
I am recreating Factorio and learning through your grid system videos how to do this. It is great to see this kind of videos, I am learning a lot in this channel.
your videos are alot better to understanding game development at a deeper level than 80% of unreal educational content out there. This is really what I always wanted in the unreal community which is always alot more plain rather than going into these topics like efficient algorithms etc. Didnt know about the flow algorithm.
Huge RTS fan, can not wait for your RTS course, I one hundred percent will complete the course, this is a promise to myself! Haha. Thanks again for all you do!
It's been a long time, but the selection was actually fairly tricky. The selection box is easy and simple, however you can select units by single clicks, holding shift also alters the way selection works, and you use the same mouse button for disselecting and issuing commands as well. A complex scenario that requires a complex solution.
Love your tutorials! Very useful and easy to understand for beginners! If it's possible, please make a video how to make a crafting system like in Ravenous devils 🙏
Awesome: I made a really basic RTS using the Unity Nav Mesh for Path finding. Seems performant enough, for ~ 30 Units. It would be useful to have a beginners guide on how to use the Performance Analyser effectively, and what are the most common Performance issues and solutions.
Just a point of note - when you talk about two kinds of Fog of War - the blacked out exploratory part is called the Shroud. The regenerating greyed out areas are called Fog of War. The idea is basically if it's a previous unexplored area in a game with a setting (fantasy, medieval, no tech) that has no Satellites or RADARs you have Shroud. In games that have those, you would only use Fog of War, cause doesn't really make sense to be with Shroud....
Are you planning to create a new Course (and now with ECS / DOTS)? That's really good news. 🔥🎮😁💯👍🏻 I am sure it's going to be lots of fun and a great opportunity to learn to use DOTS and related Performance Optimization good practices.
For the fog of war it may be useful to look at textures. Textures that are set as writeable in the importer can be changed at runtime. Those are obviously less performant than readonly textures, but it is possible to set individual pixels that match the world coordinate. This has a beautiful advantage over any system memory based structures as a texture can be given to a shader, and a shader has the world coordinates of objects drawn so visibility of objects can be calculated on the shader.
Please do a fully course for multiplayer DOTs not just single-player DOTs :D you absolute champ! in terams of course content can you cover procedural generation for creating maps as well as hand crafted bits
Btw that demo game is more of a tower defense rather pure RTS. Base building (grid system) resource gathering, units, war just like the upcoming Tempest Rising is the RTS tutorial i am hoping for.😊
I’ve been working on HPA* Flowfield for a long time it is DIFFICULT (for newbies) so if you plan to tackle this it would be extremely helpful 🙏 I only recently got a half-baked implementation done.
Nice, but what about a turn-based RTS game, such as Dune: Battle for Arrakis (Sega version) Opponent is powerful computer, so logic behind such would be nice too :X
So turn based but you control multiple units? Technically you could make that work by following my TBS course, the code in that game is very adaptable so you could definitely have a squad of multiple units occupying each grid position th-cam.com/video/QDr_pjzedv0/w-d-xo.html
Hyped to learn some DOTS from the Unity Mentor Master Code Monkey !!! Till the DOTS course comes in the future I'll be following the past catalogue of mechanic videos. Thanks to this man I'm constantly progressing in Unity learning. 🧑🏫
@@CodeMonkeyUnity They are being used as we speak, redoing all to fit them because they are so good. What I love about them is that they have made an amazing job with low poly style and just makes the game look timeless.
I'm really wondering how you're going to approach AI behavior in DOTS. Based on my own research, this is still a very experimental field with no common practices (FSM, behavior trees, utility AI) nor tools established yet. But looking forward to see what you come up with... Would be great do see you deal with also slightly more complex AI beyond zombies with "if in range->move closer, if in attack range->attack" basic stuff etc...
I'm very excited about the news of your upcoming RTS/DOTS tutorial. I know you said that it's still in the early stages, but do you have a rough idea of when you think you will be releasing it?
Most of the tough parts of the prototype are done, I should have the full prototype done by the end of this week. Then I still have to write/validate/record/edit all the lectures. So maybe mid-July?
Спасибо за крутое видео. А скажите, пожалуйста, как можно объединить все эти механики в одну игру ?? Использовать MVP или MVVM или вообще без этих паттернов можно собирать, используя Event Bus и Service Locator.
what about the combat? In games like Battle for middle earth you have one 'unit' that consists of like 30 or 40 individuals. Obviously when the health of the 'main' unit depleates that gets shown as one of the units in the group die. How is that combat implemented? I doubt that the logic is done for each of those units, but maybe I'm wrong
Hi, great video, thanks! I do not really understand how you can use the grid pathfinding on non-grid based 3d levels like these? Do you somehow subdivide it into a grid? How do you determine which grids are not walkable?
This game is grid based, you can see the grid when placing a building. Grid positions with buildings or resources are not walkable Are you asking because the unit movement doesn't look grid based? That's just a bunch of smoothing applied on the grid pathfinding logic
If not grid based then you can still use a grid just for pathfinding. Or you can look into NavMesh pathfinding, Unity has that by defualt. It automatically generates a mesh that units can walk on
How would you create something like Mount and blade? It has a lot of units as well but they are really high quality in terms of model and also animations. Any idea besides basic LOD ?
Hmm not really, that's an area I haven't explored. I did use physics in my game Dinky Guardians which has multiplayer, but the physics are super simple, they just run on the server
If you have just one unit it will be more expensive to calculate flow field than a*, but if you have multiple units then flow field is generally cheaper than A*
In the case of this game all Units move to the same position, the players HQ, so there's just one flow field regardless if there are 10 zombies or 10 thousand. The flowfield calculates the move vector for every grid position in the world that will push it towards the HQ, the zombies just follow the move vector on the grid position where they're at
Do you mean the A* Pathfinding Project asset or the algorithm? Unity Navigation is using the A* algorithm, it's just using a Navmesh instead of a grid. If you mean the asset, then that asset is specifically designed for performance, it is much much faster than Untiy Navigation. Although if you have few units then either one will work fine.
I've never used DOTS in a complete project so no clue whether it will be easy or difficult. I'm planning on making fewer videos for the rest of this month so I can focus entirely on that, so by the end of this month I should have a good idea
It will be free? If yes impossible to believe getting free course form a professional developer 2nd time and I am sure that this will be also good as Kitchen chaos .I am very excited to this
I'm going to try something new, make the course a normal paid course but have a free video with the first 4-5 hours of the course. That way everyone can learn the starting point of a DOTS project
Considering how this video is a high level overview instead of a step by step tutorial, everything here is applicable to any engine. For example for selecting units, every engine will have a physics system and that system will have a way to do physics queries. For clicking, every engine has a sort of raycast, etc.
like if you agree codemonkey should release a RTS tutorial!!!!
Yes we want
YES! Yes indeed
Well that was easy.
Didn't he say he's making a new Udemy course on this?
We have been begging him for many years now and he said frw times he would like to make a complete tutorial but never happened 😢 glad to see it in progress 😁
You have no idea how excited I am for this! I've been wanting to make a game like They Are Billions for years. I waited for DOTS to get it's full release and now I've finally started on it. I've followed a lot of your DOTS tutorials even from previous versions and they have helped a ton (even though it took ages to convert some stuff to newer ecs versions). I literally would have never been able to figure out DOTS without your tutorials and now that you are doing an RTS course it will make learning some of these crazy performance gains 100x easier.
heh that's awesome!
I'm so glad to hear you are working on a full RTS tutorial. I used some of your tutorials in the past to attempt basic movement in a project I now since abandoned. But I'd definitely like to give it a try again.
I am recreating Factorio and learning through your grid system videos how to do this. It is great to see this kind of videos, I am learning a lot in this channel.
Oh nice! Best of luck with your game!
your videos are alot better to understanding game development at a deeper level than 80% of unreal educational content out there. This is really what I always wanted in the unreal community which is always alot more plain rather than going into these topics like efficient algorithms etc. Didnt know about the flow algorithm.
I love RTS games, certainly will be my next game project!
I would like to see RTS like "They are Billions" but in 3D. Once you will published it, I'm buying it at once :)
Huge RTS fan, can not wait for your RTS course, I one hundred percent will complete the course, this is a promise to myself! Haha.
Thanks again for all you do!
It's been a long time, but the selection was actually fairly tricky. The selection box is easy and simple, however you can select units by single clicks, holding shift also alters the way selection works, and you use the same mouse button for disselecting and issuing commands as well. A complex scenario that requires a complex solution.
Love how you break down these videos! It really helps with project planning and makes everything less overwhelming, huge thanks to you!
Waiting so much this course. I'm already finished your course about turn base strategy game. Learned a lot, the best unity course on my experience
That's awesome to hear, congrats on completing the TBS course!
Love your tutorials! Very useful and easy to understand for beginners! If it's possible, please make a video how to make a crafting system like in Ravenous devils 🙏
Awesome:
I made a really basic RTS using the Unity Nav Mesh for Path finding. Seems performant enough, for ~ 30 Units.
It would be useful to have a beginners guide on how to use the Performance Analyser effectively, and what are the most common Performance issues and solutions.
This is great. I've been wanting to make a RTS for a while now! Can't wait for this to happen 😀
Really excited for the course!
love this new breakdown series. Please continue to do so!
These videos are some of your most interesting videos. Also can't wait for your course!
Thank you!!!
I am looking forward to watching this course.
I can't wait until you launch the DOTS strategy game course, I already registered on the page and am really looking forward to it
I can't believe you're doing a course in my favorite genre! I hope it will be on udemy? I'm really looking forward to it!
Cmon, Letz GOOO !!!
Just a point of note - when you talk about two kinds of Fog of War - the blacked out exploratory part is called the Shroud. The regenerating greyed out areas are called Fog of War.
The idea is basically if it's a previous unexplored area in a game with a setting (fantasy, medieval, no tech) that has no Satellites or RADARs you have Shroud.
In games that have those, you would only use Fog of War, cause doesn't really make sense to be with Shroud....
This channel is awesome!
I like these types of overviews.
Are you planning to create a new Course (and now with ECS / DOTS)?
That's really good news. 🔥🎮😁💯👍🏻 I am sure it's going to be lots of fun and a great opportunity to learn to use DOTS and related Performance Optimization good practices.
Yup! I can't wait to finally use DOTS as part of a complete project, it should be fun!
For the fog of war it may be useful to look at textures.
Textures that are set as writeable in the importer can be changed at runtime. Those are obviously less performant than readonly textures, but it is possible to set individual pixels that match the world coordinate.
This has a beautiful advantage over any system memory based structures as a texture can be given to a shader, and a shader has the world coordinates of objects drawn so visibility of objects can be calculated on the shader.
Yup great point, you could indeed use a Texture and use the pixels as a sort of grid system for each world position
Loved this game, excited to check out the course! Thanks for providing such great resources!
Thanks TJ! Best of luck with Castles on Clouds!
Code Monkey for president 2024
Please do a fully course for multiplayer DOTs not just single-player DOTs :D you absolute champ! in terams of course content can you cover procedural generation for creating maps as well as hand crafted bits
I am really interested about this one 🙌🙌🙌
If you will make your promise a reality and after all those years you give us a complete RTS tutorial from scratch then i would definitely buy it.
Btw that demo game is more of a tower defense rather pure RTS.
Base building (grid system) resource gathering, units, war just like the upcoming Tempest Rising is the RTS tutorial i am hoping for.😊
@Horde it really depends on the numbers. With the ECS it becomes super easy
I’ve been working on HPA* Flowfield for a long time it is DIFFICULT (for newbies) so if you plan to tackle this it would be extremely helpful 🙏
I only recently got a half-baked implementation done.
Gonna do that RTS courses 🎉❤
That's really good stuff.
Nice, but what about a turn-based RTS game, such as Dune: Battle for Arrakis (Sega version)
Opponent is powerful computer, so logic behind such would be nice too :X
So turn based but you control multiple units? Technically you could make that work by following my TBS course, the code in that game is very adaptable so you could definitely have a squad of multiple units occupying each grid position th-cam.com/video/QDr_pjzedv0/w-d-xo.html
can't wait, hurry~~~
Hyped to learn some DOTS from the Unity Mentor Master Code Monkey !!! Till the DOTS course comes in the future I'll be following the past catalogue of mechanic videos. Thanks to this man I'm constantly progressing in Unity learning. 🧑🏫
Oh, I have been planing to jump the Synty sale now but lucky I did not yet and found out about your link :D
Thanks! I hope you put those assets to good use!
@@CodeMonkeyUnity They are being used as we speak, redoing all to fit them because they are so good. What I love about them is that they have made an amazing job with low poly style and just makes the game look timeless.
Fog of War is a really difficult thing to achieve I think. I would really like, even pay for, a tutorial only about fog of war.
I am waiting the RTS series
I'm really wondering how you're going to approach AI behavior in DOTS. Based on my own research, this is still a very experimental field with no common practices (FSM, behavior trees, utility AI) nor tools established yet. But looking forward to see what you come up with...
Would be great do see you deal with also slightly more complex AI beyond zombies with "if in range->move closer, if in attack range->attack" basic stuff etc...
Thanks for this ❤
Thank for this video
I'm very excited about the news of your upcoming RTS/DOTS tutorial. I know you said that it's still in the early stages, but do you have a rough idea of when you think you will be releasing it?
Most of the tough parts of the prototype are done, I should have the full prototype done by the end of this week. Then I still have to write/validate/record/edit all the lectures. So maybe mid-July?
@@CodeMonkeyUnity Sweet, can't wait! Thanks for the swift response as always.
Спасибо за крутое видео. А скажите, пожалуйста, как можно объединить все эти механики в одну игру ?? Использовать MVP или MVVM или вообще без этих паттернов можно собирать, используя Event Bus и Service Locator.
Will the course be just on your website or on Udemy too, like some of your other courses:O?
what about the combat? In games like Battle for middle earth you have one 'unit' that consists of like 30 or 40 individuals. Obviously when the health of the 'main' unit depleates that gets shown as one of the units in the group die. How is that combat implemented? I doubt that the logic is done for each of those units, but maybe I'm wrong
i am more interested in how to create complex AI in RTS :) dont mind if i can train an ai
RTS dev course? Sign me up!!
Hi, great video, thanks!
I do not really understand how you can use the grid pathfinding on non-grid based 3d levels like these?
Do you somehow subdivide it into a grid? How do you determine which grids are not walkable?
This game is grid based, you can see the grid when placing a building. Grid positions with buildings or resources are not walkable
Are you asking because the unit movement doesn't look grid based? That's just a bunch of smoothing applied on the grid pathfinding logic
Thanks!
What I meant was - what do I do if my game is not grid based?
If not grid based then you can still use a grid just for pathfinding. Or you can look into NavMesh pathfinding, Unity has that by defualt. It automatically generates a mesh that units can walk on
How would you create something like Mount and blade? It has a lot of units as well but they are really high quality in terms of model and also animations.
Any idea besides basic LOD ?
Can you do one of these for TCGs? Card Games?
I actually haven't played a card game in ages so I'd love to, maybe it's finally time for me to try out Slay the Spire!
What about multiplayer?
Hey code monkey, you got anything on physics in multiplayer games? Deterministic lockstep or other things
Hmm not really, that's an area I haven't explored. I did use physics in my game Dinky Guardians which has multiplayer, but the physics are super simple, they just run on the server
So the grid system make it easier to implement path finding algorithm (such as flow field, ...) and increase the game performance significantly?
If you have just one unit it will be more expensive to calculate flow field than a*, but if you have multiple units then flow field is generally cheaper than A*
@@CodeMonkeyUnityas I understand, each Unit group needs 1 flow field? and we perform flow field on the whole map or any other optimization?
In the case of this game all Units move to the same position, the players HQ, so there's just one flow field regardless if there are 10 zombies or 10 thousand. The flowfield calculates the move vector for every grid position in the world that will push it towards the HQ, the zombies just follow the move vector on the grid position where they're at
can I ask why do we prefer A* over Unity Navigation? I haven't tried but can you point out the performance difference in details? Thanks!
Do you mean the A* Pathfinding Project asset or the algorithm? Unity Navigation is using the A* algorithm, it's just using a Navmesh instead of a grid.
If you mean the asset, then that asset is specifically designed for performance, it is much much faster than Untiy Navigation. Although if you have few units then either one will work fine.
@@CodeMonkeyUnity Thank you. I will do my research on the asset.
How long do we have to wait for the new RTS rate? Do you have an approximate release date?
I've never used DOTS in a complete project so no clue whether it will be easy or difficult. I'm planning on making fewer videos for the rest of this month so I can focus entirely on that, so by the end of this month I should have a good idea
nice
It will be free? If yes impossible to believe getting free course form a professional developer 2nd time and I am sure that this will be also good as Kitchen chaos .I am very excited to this
I'm going to try something new, make the course a normal paid course but have a free video with the first 4-5 hours of the course. That way everyone can learn the starting point of a DOTS project
Are you still working on Total World Liberation?
It's currently on hiatus but my plan is to get back to it on the later half of this year
First!
Since I am developing Competitive multiplayer game then it's even worse. I have to learn Dots and then netcode for entities 😭
Try the official unity netcode example for NGO+DOTS , or just don't choose to do the hardest possible project when starting to learn dots xD
@@gabek5760 You mean the megacity sample?
DOTS Netcode is definitely something I'd love to research when I can find the time, I wonder how complex/simple it is
Can you smile in your vids please ? Make fun man ...
I'm still not super comfortable in front of a camera but do know that I enjoy making videos
Would be nice to see this in Godot instead. Unity is over 👎
Unity is nowhere near done, though.
It's 90% the same.
Considering how this video is a high level overview instead of a step by step tutorial, everything here is applicable to any engine.
For example for selecting units, every engine will have a physics system and that system will have a way to do physics queries. For clicking, every engine has a sort of raycast, etc.
Godot sucks... Unity FOREVER!!!
Unreal FOREVAAAAA