In this update2
Full notes
Full Mega Raiders update
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What changed
- Performance
- Maps
Mega Raiders changes
Welcome to the very first devlog for Mega Raiders!
As we continue building this game, we want to bring you along for the ride and share some of the behind the scenes madness of game development. Today, we are talking about performance and physics.
Making Unity Cry
In Mega Raiders, the goal has always been to make the enemy swarms feel genuinely overwhelming. We want you and your co-op squad to feel like you are fighting against big numbers in chaos.
However, trying to simulate thousands of enemies at once comes with a huge technical cost. When we first started scaling up the mob count, Unity's default physics engine was absolutely crying. The frame rate tanked, and it just couldn't handle the load.
The Custom Physics Solution
Instead of reducing the number of enemies, I spent the last few weeks writing a custom physics implementation from scratch.
To achieve high performance, it is a very simple, heavily trimmed down physics engine. It strips away the unnecessary calculations and focuses solely on what the horde needs to function. We can now have over 13,000 physical objects dropping and colliding on the terrain simultaneously without dropping frames.
Source
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