v1.05
Send me feedback, questions, or ideas
sdocy@comcast.net
A project in which I am exploring large-scale, autonomous battles. The main trade-off I have used to allow massive battles without
extreme lag is turn turn off all physics collisions between units. The unit prefabs do include colliders, so that they may be picked
up by Physics.2D.OverlapCircleAll() (which I use for finding enemy targets) but they don't actually collide with each other. This
means they run over each other and get packed pretty close together, not the most realistic situation, but I think it still looks
pretty decent and battle-like. There is also no animation for movement or battle. Once I learn the basics of Unity animation, I will
add some simple animation and see how it impacts the scale I am able to achieve. Each unit includes code for controlling its own
movement, targeting and attacks.
It's been a few releases of Unity since I first implemented this. Added some major performance improvements and some movement tweaks
Big Features
Internal fixes, cleanups and optimizations
Visible changes
Under the covers changes
Big changes
Under the covers changes
TODO: