Impressive work – Can’t wait to see more updates – great job! ![]()
I’ve managed to finish the prototype of the game completely:
However I made a mistake of pausing the development to find a publisher. I haven’t found any so I am currently in the process of working to make one more batch of savings and try to spend them on pushing the game all the way to early access myself.
Custom depth pass is enabled on the meshes of selected units and then in the Postprocess volume material, the custom depth is used to generate outline shader effect.
From my experience the biggest performance killer in RTS prototypes is collision and overlap testing. I use almost none of it for units.
For larger scale RTS games where you want dozens or hundreds of units, I’d avoid using the built-in pawn types like ACharacter or even AFloatingPawn. Instead, make your own unit class derived directly from AActor with a very simple, lightweight movement component.
Disable collision and overlap events on all units, and handle spacing with something like RVO avoidance or a simple Boids-style steering so they don’t clump up. If you still need occasional depenetration when units overlap, do it explicitly, for example, every ~1 meter of movement call something like RootComponent->OverlapActors (or use a custom sweep) and resolve only then. Don’t have continuous overlap events running on every unit all the time.
TL;DR: what usually tanks performance for beginners is using ACharacter for every unit. Once those characters start clumping and constantly colliding with each other, the cost grows almost exponentially with unit count.
Congrats for the prototype! I’ll check it out later. Also thank you very much for the tips. I’ll stick with my current unit setup for a while as i’m still a noob, but i’ll keep it in mind for future updates.
Regarding publishers, did you try Microprose or Bohemia incubator? I’d check them out if i get there…on the other hand iam not that sure ppl really need any publishers at all besides Steam/Epic…