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Asked: June 5, 2025

How should I structure movement and attack decisions in Utility AI for a turn-based game with time unit constraints?

anonymous user

I’ve been stuck for a while trying to figure out how to properly structure movement and attack decisions in my Utility AI for a turn-based grid game with time unit constraints. It’s a bit of a conundrum that I’m hoping ...Read more

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Asked: June 5, 2025

What hybrid approaches can improve train car movement simulation stability in large multiplayer environments with realistic physics?

anonymous user

I’m currently working on a train simulator prototype, and I’ve hit some frustrating design issues when it comes to simulating physics and train car movement. The scale I’m aiming for is comparable to games like Run8, SimRail, and Derail Valley. ...Read more

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Asked: June 5, 2025

Create a power grid management program that efficiently combines electricity generation and consumption.

anonymous user

I’ve been thinking about this challenge lately, and I’d love to get your thoughts on it. Imagine you’re in charge of managing a city’s power grid, and you need to find a way to efficiently combine electricity generation and consumption. ...Read more

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Asked: June 5, 2025

How can I resolve multiple collisions in my breakout clone to prevent the ball from phasing through bricks and borders?

anonymous user

I’m working on my breakout clone, and I’ve hit a pretty frustrating issue with collision detection. The ball seems to phase through bricks and borders when it collides with multiple objects in quick succession. I noticed that when the ball ...Read more

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Asked: June 5, 2025

Why does Reserved memory keep increasing when loading the same GameObject with Addressables, even after releasing it?

anonymous user

I’m diving into using Addressables in Unity, trying to get a handle on how to manage memory better—especially in terms of loading and releasing GameObjects. But I keep running into this head-scratcher regarding memory usage. So, here’s the deal: I’m ...Read more

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