Hey man, can you make a tutorial video on dots ? I just want to know how to make a player shooting to ennemy with cubes as projectile (or sphere) and use on triggerenter or oncolider enter function in dots, i dont see anyone making a video on that, i already codded it on c# but im new in dots (ecs)
Well that was pretty entertaining to watch. How did you learn that you could spawn objects on a vertex? Creating a shape to use as the spawning pattern is.. wow.
I'd love to see a video where you use joints to make the eiffel tower actually stand and not collapse :D probably even remove the overlapping spheres / cubes so it doesn't try to explode
Yeah, well once I moved the gameobjects to the subscene at runtime it will automatically will be converted to entities using DOTS physics. so it will use the resources much more efficiently. Then I changed cubes to spheres, because the physics calculation is much simpler for a sphere than a cube, and that gave me the final result.
Yeah, well not 100x but around 8-10x in this particular case, if you consider the same number of cubes with gameobjects and ecs. Unfortunately I don’t have access to Havoc due to it only available in the pro version.
Fun video and great progression through all the different optimizations 👍
Thanks, man 👍
It is like Unity Asmr, i liked it thanks for sharing
Hey man, can you make a tutorial video on dots ? I just want to know how to make a player shooting to ennemy with cubes as projectile (or sphere) and use on triggerenter or oncolider enter function in dots, i dont see anyone making a video on that, i already codded it on c# but im new in dots (ecs)
Well that was pretty entertaining to watch.
How did you learn that you could spawn objects on a vertex? Creating a shape to use as the spawning pattern is.. wow.
Thanks, well it’s not my idea, I’ve seen it in one of Brackeys video.
Awesome video
Subscribed
Thanks 😀
I'd love to see a video where you use joints to make the eiffel tower actually stand and not collapse :D probably even remove the overlapping spheres / cubes so it doesn't try to explode
Hi, the subscene setup part and after that I didn't get the result you've achieved. Would you mind sharing the process from there? Thank you!
Yeah, well once I moved the gameobjects to the subscene at runtime it will automatically will be converted to entities using DOTS physics. so it will use the resources much more efficiently. Then I changed cubes to spheres, because the physics calculation is much simpler for a sphere than a cube, and that gave me the final result.
Hey! Nice video and I liked the VSCode theme you're using. Do you mind sharing the theme and font/size?
Hi, Thanks :) Yeah I am using GDScript Theme you can find it in the Extensions
Eiffel Tower ? damne ! I'm French and i subscribe for sure !
Thanks 😀
Perfect
unity saves, due to performance reasons for light calculations, vertices twice, so you ahve to go over the mesh and eliminate doubles
Oh I didn’t know that, thanks
So you didn't get x100 improvement.
Curious to see if there is any difference with dots physics and dots havok.
Yeah, well not 100x but around 8-10x in this particular case, if you consider the same number of cubes with gameobjects and ecs.
Unfortunately I don’t have access to Havoc due to it only available in the pro version.
Man, I really want a gumball now....
Eiffel tower? More like I-fell-tower
Haha good one 😀
“How to jump” 💀💀💀
turn off the lighting,pp and then try to compute the phy on the gpu
maybe we shuld keep the tests to something thats viable for an actual game and not just test for the sake of testing.
@@zendraw3468 bro its works Edit:Games do do that simulating phy on gpu is nothing new, also unlit light its bad some games prefer it over lit