@Southers15i
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Lead dev on WWII RTS Field of Command. Ex C++ Engineer & Unreal Engine dev.
Joined June 2019
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Sometimes it’s real nice to just kickback and watch! ☕️
Field of Command has a delegate command function, so you can leave your lieutenants and officers to fight their own battles, all whilst you deal with the priorities of leadership….
In my case that’s drinking tea and eating cake 🍰 😅
#rts #ww2 #indiedev #chill
Also building a new website!
fieldofcommand.com/
Would love any feedback 🙏
Finally sat down and recorded myself playing the game and talking through what I’m hoping to achieve.
Full video below 👇
youtu.be/VNc_kRgA7RA?is=H-gC… via @YouTube
I’ve scaled up the collision and nav test to 10k units and completely randomised it for every grouping. Units now collide better with each other and can react to changing and damaged levels too. At the same time we managed to find a 22% saving in FPS. I’m calling that a success ✅
#unrealengine #gamedev #rts
Managed to get collisions and nav working too. Appreciate it looks basic but this is a big milestone for the testing I’m doing using Mass in Unreal Engine. I think it proves it’s all possible and way way more performant!
#unrealengine #indiedev #rts
Managed to get collisions and nav working too. Appreciate it looks basic but this is a big milestone for the testing I’m doing using Mass in Unreal Engine. I think it proves it’s all possible and way way more performant!
#unrealengine #indiedev #rts
Okay, so I’ve managed to expand the test successfully to 10,000 units simulated on screen at once, all inside Unreal Engine.
All moving, shooting, suppressing, taking damage and tracking health. Frame cost is <5ms so that’s about 200 FPS.
Not bad!
#unrealengine #indedev #rts
Okay, so I’ve managed to expand the test successfully to 10,000 units simulated on screen at once, all inside Unreal Engine.
All moving, shooting, suppressing, taking damage and tracking health. Frame cost is <5ms so that’s about 200 FPS.
Not bad!
#unrealengine #indedev #rts
The first technical sim running Field of Command inside Unreal Engine.
It shows an ECS sim for movement, spotting, fire, suppression and casualties on 100 units. No measurable effect on frame rate.
Full results below 👇
#gamedev #UnrealEngine
The first technical sim running Field of Command inside Unreal Engine.
It shows an ECS sim for movement, spotting, fire, suppression and casualties on 100 units. No measurable effect on frame rate.
Full results below 👇
#gamedev #UnrealEngine
Field of Command started life as a browser game. I’m now experimenting with taking it properly desktop-first for Steam.
Electron is the obvious route, but I’m also prototyping a move to Unreal Engine, which I’ve worked with before.
A bit on why I’m considering it… 1/6
Electron is the sensible option. I can keep the game largely as it is, package it properly for Windows and Steam, and continue improving the tech I already have.
Unreal is the much bigger experiment: could I rebuild the game without losing what makes FoC work? 5/6