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
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
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
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
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