Just Boids | Useless Game Dev

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  • čas přidán 17. 08. 2023
  • Boids are cool! I like seeing flocks of birds in video games, or schools of fishes swimming around. Join me in attempting to not thermal throttle my computer while putting as many "bird-oids" on screen!
    More reading/watching on this subject:
    - Check out Unity 2023 and its new features here: unity.com/releases/editor/wha...
    - Flock, Herds and School: A Distributed Behavioral Model, Craig W. Reynolds www.cs.toronto.edu/~dt/siggra...
    - Fog of war tutorial by MinionsArt: / 17804712
    Music:
    "Carpe Diem" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 4.0 License
    creativecommons.org/licenses/b...
    "Wholesome" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 4.0 License
    creativecommons.org/licenses/b...
    Other Credits:
    - Sebastian Lague's Boids video • Coding Adventure: Boids
    Support the channel on Patreon to get extra content, and access to the source code of all projects!
    / uselessgamedev
    Follow me on Twitter, not that I tweet that often: / uselessgamedev
    Kappa Avatar art by Boskoop www.artstation.com/boskoop
    And as always, have a good one!
    #unity #gamedev #indiedev #devlog
  • Věda a technologie

Komentáře • 153

  • @404findnotnamed
    @404findnotnamed Před 9 měsíci +362

    Boids will be boids

  • @hexeldev
    @hexeldev Před 9 měsíci +154

    I actually met Craig (the inventor of Boids) last week. He's a cool guy, 70, and still doing cool stuff. Recently on entities camouflaging themselves using a GAN

  • @benjoe1993
    @benjoe1993 Před 9 měsíci +7

    🎵Two boids, chillin' in the hot tub, 5 feet apart because🎵...the separation has already been implemented.

  • @kalelsoffspring
    @kalelsoffspring Před 9 měsíci +83

    The intro is perfect for your channel name. "Games that have extra CPU cycles" and wanting to use them is a pretty good definition for "useless", but it's also amazing!!!

  • @AdrianMRyan
    @AdrianMRyan Před 9 měsíci +63

    This is incredibly not-useless for the project I'm currently working on.
    Also, glad to see a new video! Was hoping we'd see you back soon.

  • @redearth3234
    @redearth3234 Před 9 měsíci +9

    I love how these behaviors can arise from a very simple set of rules

  • @redumptious2544
    @redumptious2544 Před 9 měsíci +14

    The 'woosh' always makes me smile.
    Great stuff as always

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +5

      I'm slowly building up a sound bank of mouth-made SFX it's coming along nicely

  • @evanwatson2898
    @evanwatson2898 Před 8 měsíci +7

    Thank god unity was kind enough to sponsor this video, happy to know they care about their devs😊

  • @billal7185
    @billal7185 Před 9 měsíci +7

    You get a lot of info across in a short time in a way that isn't overwhelming. Doing Sebastian Lague's landmass generator series right now and think I'll follow this one hands-on next. Cheers!

  • @Incernion
    @Incernion Před 9 měsíci +4

    I was hoping you'd cover this topic, boids are so simple in nature but I love them so much!

  • @KVVUZRSCHK
    @KVVUZRSCHK Před 9 měsíci

    Hmm in the end demo it looks like the separation rule was not quite met, as there were several birds clumping together, looking very unnatural. There were some outlier birds, keeping distance to a cluster, almost looked like an atomic nucleus and electrons.
    This might be because the center boids have the sum of their "avoidance forces" be 0 as they're equally clumped together by the "electron boids" which circulate around them?

  • @chrissugg968
    @chrissugg968 Před 9 měsíci +4

    You should have them speed up and slow down as well as steer, and an animation of flapping/gliding when they do this or when they gain/lose altitude. You could also have Stamina which makes 'tired' boids more likely to glide and stops the lead boid just powering away on full throttle.

  • @MFKitten
    @MFKitten Před 9 měsíci +1

    I first learned the word "boids" when looking through the Half-Life character models.

  • @charlvanniekerk8009
    @charlvanniekerk8009 Před 8 měsíci +2

    I absolutely love the optimization quad data structure and how cleverly you managed to increase performance. Thank you for the wonderful video!

  • @Metcoler
    @Metcoler Před 9 měsíci

    The result was beautiful... Nice video!

  • @Dominik-K
    @Dominik-K Před 9 měsíci

    Amazing video and it's great that you mentioned Compute Shaders

  • @birdboys1877
    @birdboys1877 Před 9 měsíci +4

    Unity sponsorship lets GOOOO

  • @critopadolf5534
    @critopadolf5534 Před 8 měsíci

    those new async functions are awesome!

  • @chikato7106
    @chikato7106 Před 8 měsíci

    Ooooh crap I've been working on my own version of this but literally got Unity to BSOD my computer... This is a great guide that will correct my ship! Thanks! Subbed and put on alerts.

  • @sempersolus5511
    @sempersolus5511 Před 9 měsíci +4

    I supposedly have a master's in complexity. I don't know half the crap you do. This channel totally helps.
    EDIT: I can confirm the English word is indeed "octant".

  • @Acerola_t
    @Acerola_t Před 9 měsíci +7

    10:14 that guy seems so handsome

  • @blablafoof
    @blablafoof Před 8 měsíci

    I really like this flocking video.

  • @igorthelight
    @igorthelight Před 8 měsíci

    "Just me and the boids" ;-)

  • @benjoe1993
    @benjoe1993 Před 9 měsíci +2

    I feel like those birds need a bit stronger forces on the separation rule...they were colliding a lot in the center. But that's just settings.
    Cool video as always! And thanks for showing off the new Unity features.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      Thanks! Indeed it seems like I have used the wrong separation weight there

  • @no-lifenoah7861
    @no-lifenoah7861 Před 9 měsíci

    I fuckin love the boid algorithm lmao

  • @diodorent8161
    @diodorent8161 Před 9 měsíci

    Take a sip everytime he says boids

  • @ITR
    @ITR Před 9 měsíci

    They added native await support? that's amazing

  • @sebbl580
    @sebbl580 Před 9 měsíci

    Your videos are very cool :)

  • @morgansinclair6318
    @morgansinclair6318 Před 8 měsíci

    Reminds me of the 1987 CGI short, Stanley & Stella in Breaking the Ice, only now we can do it in real time at much higher fidelity. Amazing, isn't it.

  • @lemmmakestunes8312
    @lemmmakestunes8312 Před 9 měsíci

    youtube compression is gonna love this one

  • @heeyy3
    @heeyy3 Před 9 měsíci

    i love shader computing :)

  • @onsewatch
    @onsewatch Před 9 měsíci +5

    Learn something new everytime here! The async stuff sounds honestly magical (as someone who has always been scared of parallelisation), gotta check that out for sure.
    I noticed in both your 2D and 3D example your boids tend to get really close together or even kind of "collide" - did you take out the avoidance rule at some point or is that intentional? In my experiments i gave each rule a weight parameter to be able to adjust how "flock-likely" different types of boids could be, and i noticed at least in early versions for some reason i always had to slightly decrease the cohesion factor to avoid "collisions"...
    Thanks for the video, looking forward to learning and then teaching me compute shaders!

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +5

      I did not remove rules but I did tweak the weights of each rule and probably should have had a higher weight for separation.
      Async executes on the main thread by default but if you parallelise it using BackgroundThreadAsync you will still run into concurrency issues so you *should* be scared. I'm terrified of parallel stuff also haha

  • @unconcernedsalad2
    @unconcernedsalad2 Před 9 měsíci

    commenting to help the algorithm, great stuff

  • @SombreroMan716
    @SombreroMan716 Před 9 měsíci

    Mother flocking birds was too good

  • @davidmcbride5357
    @davidmcbride5357 Před 9 měsíci

    wait this is Awsome!

  • @hilellasry
    @hilellasry Před 9 měsíci

    Loved your graphics!

  • @eMallard
    @eMallard Před 8 měsíci

    Congrats on the sponsor

  • @_DRMR_
    @_DRMR_ Před 9 měsíci +1

    Super interesting overview and nice examples. This has certainly given me some ideas for "emergent behavior" from move data particles (which could be used for anything! granular wavetable synthesis anyone?)

  • @papernathan_
    @papernathan_ Před 8 měsíci

    Watching starling murmuration feels like you could cheat the 3D by using perlin noise as a height map for your boids.

  • @albingrahn5576
    @albingrahn5576 Před 9 měsíci

    I LOVE BOIDS ❤

  • @VRWarLab
    @VRWarLab Před 9 měsíci +1

    I would love to see this in Unity 2021 uuuugghhh

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      I don't think it will be backported. Maybe to 2022 but even that, there's no reason to

    • @VRWarLab
      @VRWarLab Před 9 měsíci

      @@uselessgamedev Well, new unity versions are slower and cluttered with stuff. I'm developing for VR and the newer versions are trash for this...

  • @revimfadli4666
    @revimfadli4666 Před 9 měsíci

    Me and the boids:

  • @arrowsdev
    @arrowsdev Před 8 měsíci

    that's cool seriously

  • @gambitossir5985
    @gambitossir5985 Před 9 měsíci +1

    nice video :))))
    Acerola whha?
    LOL

  • @CaioAletroca
    @CaioAletroca Před 9 měsíci +2

    Dude, they finally added async/await standard support (like JS and C#) in Unity
    apparently this took so long for them... Welp, I'm glad it's here now.
    btw, great video!!

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      It has been here for a while is just wasn't very useful because it wasn't well integrated with Unity. you couldn't await for the next frame or await for in-game time, which made it sort of useless. But you could use async functions before

    • @CaioAletroca
      @CaioAletroca Před 9 měsíci

      @@uselessgamedev Yes, that was the situation last time I checked out.
      Basically useful for stuff not related to Unity itself (like serialization for save files)

  • @empty5013
    @empty5013 Před 8 měsíci

    Vector fields can be a good alternative method to optimise and can get you closer to O(n) complexity. The tricky part is calculating the field efficiently, but if you do it right you should only need to sample each boid's position and heading once.
    Conceptually you are generating a heatmap of boid density and average boid direction, and sampling that map instead of querying neighbouring boids. You can get tremendous speedups this way and it GPU-ifies nicely since it maps nicely to the concept of textures.

    • @empty5013
      @empty5013 Před 8 měsíci

      in 3D it will be cumbersome on memory though! 3D textures are still difficult for our hardware to cope with, its just such a huge amount of data!

  • @torverngoldtwist5193
    @torverngoldtwist5193 Před 9 měsíci +1

    FUCKYEAH FUCKING BOIDS IVE BEEN WAITING FOR THISSSS
    Youre awesome btw

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      Thanks! You're awesome too

    • @torverngoldtwist5193
      @torverngoldtwist5193 Před 9 měsíci

      :O woh, hope youre having a good day, cant wait till you talk about character selection type data structures
      @@uselessgamedev

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      What do you mean? Always interested to learn about more data structures haha

    • @torverngoldtwist5193
      @torverngoldtwist5193 Před 9 měsíci

      @@uselessgamedev like to choose different characters. Like on the hit game Hotline Miami. You can choose different characters, I asked some friends and they say its a data structure. But I can't find any tuts on it

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      I'll look into it thanks!

  • @CEOofGameDev
    @CEOofGameDev Před 8 měsíci

    Me and the boids at 3am looking for beans

  • @shooterdefronvrps2
    @shooterdefronvrps2 Před 9 měsíci

    this could be interrest if you could give a target other than unexplored zone, likeuse boids for group of ants that goes to a food zone and back, or moths that flock randonly but when near lamp they hover around it

  • @BlueOctopusDev
    @BlueOctopusDev Před 9 měsíci

    bro got sponsored by unity :OO

  • @f0kes32
    @f0kes32 Před 9 měsíci

    next step is compute shaders

  • @bluesillybeard
    @bluesillybeard Před 9 měsíci +3

    I was using async+await in Unity back in 2022, C# has that built-in. Although I'm glad Unity is able to integrate with it better than it used to.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      Support for c# async await has indeed been available for a while but not unity has actually implemented stuff you can await like waiting for the next frame. It's a game changer

    • @bluesillybeard
      @bluesillybeard Před 9 měsíci

      @@uselessgamedev Yeah, I forgot to mention how annoying it was to actually get the async code to integrate with Unity nicely

  • @shohamtzubery8456
    @shohamtzubery8456 Před 9 měsíci

    That's cool! I wonder how it compares with DOTS

  • @MFKitten
    @MFKitten Před 9 měsíci

    Ideally you would have them keep equal distances from one another too. I see they kinda clump together.

  • @mic27381
    @mic27381 Před měsícem

    Love your content , im always exited for new vids, can u ask u, how are you animating your videos?

    • @uselessgamedev
      @uselessgamedev  Před měsícem

      Hi thank you! I use Adobe Premiere for 99% of the editing, and sometimes when there's a particularly tricky shot I animate it in Unity using shaders/scripts. Probably not the best option but that's what I'm most familiar with, I'm not very good at video editing

  • @monotonedevelopment
    @monotonedevelopment Před 9 měsíci +1

    Me and the homies fr

  • @badfitz66
    @badfitz66 Před 8 měsíci

    I'm wondering - is a quadtree the best way to partition the space for boids? I've done a lot of Boid simulations in a lot of different lanauges (C#, Rust, Lua, etc) found a generic sparse spatial hash seems to work better for performance. Good video either way!

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci

      I don't know what "the best way" is, I bet a sparse spatial hash would work great too. I should also test the performance differences between quadtree and kd-tree but maybe another day

  • @amyshaw893
    @amyshaw893 Před 9 měsíci +4

    WOOOOO! My favourite game developing tortoise!

  • @billal7185
    @billal7185 Před 8 měsíci

    Thank you for the like on my other comment! I was trying to branch out more and was wondering if there was a version control platform I could follow you on. Fair enough if you aren't distributing your creations though.

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci

      Hi! If you're looking for the source code of the video projects, they're available on Patreon (link in the description). Otherwise I do have personal GitHub but there's basically nothing on it and it needs some cleaning up. It's mostly projects from a past life

    • @billal7185
      @billal7185 Před 8 měsíci

      @@uselessgamedev totally understand, I honestly thought you were doing much better on youtube before I just looked now. Will consider when I can, that's an attractive offer

  • @codeway4374
    @codeway4374 Před 9 měsíci

    Nice vid !

  • @rhapsodyaria
    @rhapsodyaria Před 9 měsíci

    You could probably get a performance boost by pre-calculating the scene colliders into a distance field or something. Could even speed that up by limiting the distance it calculates to the view distance of the boids. It'd be _much_ faster to fetch from the distance field than have to check for surrounding colliders. Though if you wanted to get fancy and have it move towards the area with least density, you'd be doing 6-8 fetches per boid, which would still not be ideal. I'd wager it's still faster than checking for physics collisions though.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      A SDF would actually be usable by a compute shader so that's a pretty great suggestion, thanks!

  • @jacobcowan3599
    @jacobcowan3599 Před 8 měsíci

    Instead of using the position of colliders to apply a force, could you use their bounds to create unnavigable holes in your fog?
    Say the fog stored a number to represent strength, with zero meaning it's just been explored and positive values indicating spots worth exploring. Negative values could then be used to push the boids away from an area, so your physics call could find the fog probes that are within colliders, set them to negative, and thus let the boids avoid the whole bounds of the collider without needing to check the collider positions on the main thread.
    I have no idea if that would end up improving performance or not if you recalculate the fog in response to dynamic colliders, but if you're just worried about static obstacles, that could be computed once and let you keep all boid calculations parallelized-plus the benefit of full collider avoidance.

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci

      Yeah I guess that would work, it's basically baking the colliders into the fog "map", which would eliminate the physics rule (which is a good thing because it's the only one that's not threaded)

  • @xamtems
    @xamtems Před 9 měsíci +1

    Heyo I'm currently taking an intro into computer Science course, and am really interested in the type of unity linked coding I see you do, but I was wondering what coding language you use?

  • @aaaaaa8410
    @aaaaaa8410 Před 9 měsíci +2

    Odd 6:37 . Even with O(n^2) the framerate for 15 boids should be higher than with O(log(n)) with 1000 boids. Did you have some other tweaks?

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +2

      Yeah it's kinda misleading but I forgot to mention the test scene was much much larger than what you see on screen, and therefore there are like 2K+ fog probes, which are also costly because scanning them is O(nBoids * nProbes)

  • @starplatinum3305
    @starplatinum3305 Před 9 měsíci

    can the octree or quadtree be infinite (or really big) ? like the outro scene, the limit range of boids are big af
    And can i make it for multiplayer (which means people can see the same boids)

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      I don't think there's a limit to how large they can be, especially since if a region isn't in use it won't be consuming resources.
      As for multiplayer, I guess it's technically feasible but you might have a hard time synchronizing every one

    • @starplatinum3305
      @starplatinum3305 Před 9 měsíci

      @@uselessgamedev thanks bro, can i ask some more ?
      - is a boid a gameObject ? Can i give them some collisions ? (Like, in ULTRAKILL when i shoot a fish (which is not a boid and just moving randomly), it dies (Destroy()))
      -if they have collisions can i optimize them ? Can they interact with other collisions ?
      Thanks, dont take this too seriously

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      Yes and yes, my boids are game objects with rigid bodies and colliders. Although it's not good for performance so I ended up disabling the physics at some point

    • @starplatinum3305
      @starplatinum3305 Před 9 měsíci

      @@uselessgamedev Thanks A Lot. You are an amazing person
      Unfortunately (im sorry), i still got some questions:
      -how can you turn off physics, bc i think they are moved by Rigidbody, so when u turn off physics, they will move by changing position over time ?
      (I think u meant u will turn off collisions ?)
      -Do you think using DOTS will optimise them ?
      Thanks again, you can answer anytime, dont take this too seriously

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      DOTS will definitely be more performant than GameObjects.
      By disabling physics I mean removing the collider and rigidbody components. The boids move forward by themselves

  • @amirhm6459
    @amirhm6459 Před 7 měsíci

    so useless, love it!!

  • @unfilledflag
    @unfilledflag Před 9 měsíci

    You seem to have a bug, I suspect in the octree calculation or the grouping behavior has too strong a weight. If you look at the birds at the end they go to the corners and centers of a cube and group tightly. At 11:16 you can even see a perfect hexagon of birds: they're at the corners of the cube.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      Yeah I guess I messed up on the separation weight when I was tweaking it

  • @TechJolt3d
    @TechJolt3d Před 9 měsíci

    Its acerola yo

  • @liamlargo7481
    @liamlargo7481 Před 9 měsíci

    i didnt see the shell. i apologize for my past comments 🙏

  • @MartinDlabaja
    @MartinDlabaja Před 8 měsíci

    Boids are too "sticky", might look better implemented with "min distance" parameter.

  • @DRE_WW
    @DRE_WW Před 7 měsíci

    Your Patreon isn’t accepting new members, any updates on that?

    • @uselessgamedev
      @uselessgamedev  Před 7 měsíci

      Yes, the one-month period ends on Oct. 14th, but iff I manage to publish the next video before then I'll unsuspend it when releasing the video
      Sorry for the inconvenience :(

    • @DRE_WW
      @DRE_WW Před 7 měsíci

      @@uselessgamedev as long as I ca subscribe in the future, thank you
      Your Moebius outline effect looks nice and I wanted to try it out

  • @sheepcommander_
    @sheepcommander_ Před 8 měsíci

    honestly the birds dont look that great, but I can get the concept and stuff

  • @greybow3084
    @greybow3084 Před 8 měsíci

    Did you make this entire video just to say the word boid a thousand times?

  • @bagochips1208
    @bagochips1208 Před 8 měsíci

    Unity sponser 💀

  • @user-gx8oe8zu4v
    @user-gx8oe8zu4v Před 2 měsíci

    0:54 -1:06

  • @memaker8662
    @memaker8662 Před 9 měsíci

    New UselessGameDev vid just dropped :D

  • @colin_actually
    @colin_actually Před 9 měsíci +1

    Now just take a few minutes to redo it in Unity's ECS and let's see the performance difference.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +3

      Yeah I think it would make a difference (and Unity's tech demo for DOTS has boids so). But if I was to remake this, I would directly make a compute shader (provided I didn't need the boids to interact with other stuff)

  • @julienmeunierwolfgunnm6536
    @julienmeunierwolfgunnm6536 Před 9 měsíci

    I can just the boys lol

  • @kabinet0
    @kabinet0 Před 9 měsíci

    Wait a second. How did you get those pretty dropdowns and read only fields in the inspector seen at 10:29? That would be so useful to have.
    You should definitely learn compute shaders btw. (Trust Acerola if not me)

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      That's Odin Inspector. It's a must have if you're using Unity. It allows you to organize your fields (and properties!) with better drawers, groups, required fields, a bunch of things. But the main feature is the ability to add [Button] before a function to instantly create a button in the inspector that calls this function. No custom editor bs required.
      I can't think of a single other asset that boosted my productivity even half as much as Odin

  • @nicoleallain-launay9883
    @nicoleallain-launay9883 Před 9 měsíci

    Ca frise la poésie...

  • @user-gx8oe8zu4v
    @user-gx8oe8zu4v Před 2 měsíci

    1:25 - 2:30

  • @Wolforce
    @Wolforce Před 8 měsíci

    Now give the player a rifle =p

  • @SheepUndefined
    @SheepUndefined Před 8 měsíci

    Okay, you call this useless, but the binary tree might be a good solution for what I'm doing rn.

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci

      Yeah quadtrees are life-saving. However they're not binary trees. If you specifically need a binary tree for some reason, check out kd-trees

    • @SheepUndefined
      @SheepUndefined Před 8 měsíci

      @@uselessgamedev True. It's definitely a topic I'll have to look into a bit more to fully understand things.
      Thanks for the tip!

  • @janus9148
    @janus9148 Před 6 měsíci

    kinda like biomimicry 😅

  • @LineOfThy
    @LineOfThy Před 9 měsíci

    booooooiiiiiiids

  • @ChristopherCricketWallace
    @ChristopherCricketWallace Před 9 měsíci

    Not useless.

  • @sfdntk
    @sfdntk Před 9 měsíci

    I love that the "swoosh" sound effect when your avatar pops up is literally just you making a "swoosh" sound, haha. Excellent video too, such a simple and effective way to describe the mechanics of such a ubiquitous concept. I especially appreciate the time you spent on optimisation.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      Thanks! Indeed all sound effects are now mouth-made since the Moebius video. Slowly building up to a sizeable sound bank haha

  • @AntonioNoack
    @AntonioNoack Před 8 měsíci

    Your performance numbers are very weird, much lower than I'd expect :/.
    Computers are fast, and using my game engine, single threaded, n² complexity, I can get a boid-like simulation to run fine at 70 fps with 1000 boids (on a 5 year old processor, Ryzen 5 2600)

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci +1

      Yes, most of the cost in my simulation comes from the fog probes as it was tested on a much larger scene with 2000+ probes. I forgot to mention the test environment in the video, I guess it works from the clickbaity "wow we got from 15 boids to 1000 aMaZiNg omggg" point of view but it's not very telling the whole story

  • @ryanlockhart5328
    @ryanlockhart5328 Před 9 měsíci

    Birds aren't real.

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen Před 8 měsíci

    You went with complex optimizations way before applying simpler optimizations. There's no reason why you couldn't do 1000 boids on a single core, if done properly. There may be some massive hidden Unity bottlenecks here. Your 15 boids running at 3 FPS isn't due to lack of acceleration structures and multithreading.
    I know nothing about Unity though, since I build engines for a living.

    • @uselessgamedev
      @uselessgamedev  Před 8 měsíci

      Yes that may be true. Also I forgot to mention it in the video but the test scene is much much larger than what you see on screen, and thus there are thousands of fog probes. That was a major issue

  • @linkenparis9562
    @linkenparis9562 Před 7 měsíci

    please stop playing the whoosh sound when you make your character appear

  • @CC-1.
    @CC-1. Před 9 měsíci +2

    3th!

    • @niil047
      @niil047 Před 9 měsíci +1

      thirth?

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +2

      I contemplated the option of posting the "first!" comment myself

    • @niil047
      @niil047 Před 9 měsíci +1

      @@uselessgamedev more like -1 st

    • @CC-1.
      @CC-1. Před 9 měsíci +1

      @@uselessgamedev "CZcamsrs channels owners don't count" as if they uplaod they are first to do imagine uploading Private and conpleting

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci +1

      You can't comment in private I tried :( when I had the sponsorship for last video I had to rush after publication to comment and pin

  • @TedThomasTT
    @TedThomasTT Před 9 měsíci

    Is there any reason you'd still use a coroutine instead of await? Your accent is cool by the way.

    • @uselessgamedev
      @uselessgamedev  Před 9 měsíci

      Thanks!
      I think there is something to do with garbage collection (or rather, garbage creation) but I haven't looked too far into that yet

  • @TechJolt3d
    @TechJolt3d Před 9 měsíci

    Its acerola yo