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Making a large Battle Simulator game with Bevy and Rust
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#gamedev #rustlang #bevy
Have you ever wondered how games like Ultimate Epic Battle Simulator are able to have millions of units on screen while running at a relatively fine FPS? Well in this video, I built on one of my previous videos "Remaking my game from scratch in an ECS with Rust and Bevy" where I attempted to create a battle simulator like UEBS. I wasn't very successful in the previous video but by the end of the video, using my newly learned skills in Bevy and Rust, I was able to develop a project that runs at a steady 100+ FPS when having 20k tanks duking it out on the big field. In this video I show you some useful optimizations when attempting to make a battle simulator game such as spatial partitioning through Quadtrees and rendering optimizations using custom render pipeline Shader Instancing with WebGPU and wgsl. I was no where near getting millions of units on screen but I'm pretty happy with this project as a whole! If you like the video make sure to drop a like and subscribe.
Making a large Battle Simulator game with Bevy and Rust
Join my discord!:
Time Stamps:
Intro - 0:00
Where we left off... - 1:30
Spatial Partitioning through Quadtrees - 2:30
Explanation of Shader Instancing and tank 3d Model Timelapse - 4:30
How to actually perform Shader instancing - 5:30
Intro to unit combat implementation - 7:41
How to partition quadtree to find potential Combatants - 8:53
Glossing over how much I struggled to implement Combat - 10:58
Outro - 11:07
Music Used:
Chill Wave by Kevin MacLeod
Heroic Age by Kevin Macleod
♪ Marshmellow (Prod. by Lukrembo)
♪ Biscuit (Prod. by Lukrembo)
♪ Onion (Prod. by Lukrembo)
Have you ever wondered how games like Ultimate Epic Battle Simulator are able to have millions of units on screen while running at a relatively fine FPS? Well in this video, I built on one of my previous videos "Remaking my game from scratch in an ECS with Rust and Bevy" where I attempted to create a battle simulator like UEBS. I wasn't very successful in the previous video but by the end of the video, using my newly learned skills in Bevy and Rust, I was able to develop a project that runs at a steady 100+ FPS when having 20k tanks duking it out on the big field. In this video I show you some useful optimizations when attempting to make a battle simulator game such as spatial partitioning through Quadtrees and rendering optimizations using custom render pipeline Shader Instancing with WebGPU and wgsl. I was no where near getting millions of units on screen but I'm pretty happy with this project as a whole! If you like the video make sure to drop a like and subscribe.
Making a large Battle Simulator game with Bevy and Rust
Join my discord!:
Time Stamps:
Intro - 0:00
Where we left off... - 1:30
Spatial Partitioning through Quadtrees - 2:30
Explanation of Shader Instancing and tank 3d Model Timelapse - 4:30
How to actually perform Shader instancing - 5:30
Intro to unit combat implementation - 7:41
How to partition quadtree to find potential Combatants - 8:53
Glossing over how much I struggled to implement Combat - 10:58
Outro - 11:07
Music Used:
Chill Wave by Kevin MacLeod
Heroic Age by Kevin Macleod
♪ Marshmellow (Prod. by Lukrembo)
♪ Biscuit (Prod. by Lukrembo)
♪ Onion (Prod. by Lukrembo)
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