Welcome to a new devlog for Assembly RTS, the physics-based strategy game with unit customization options!
Hey there!
This week I've been making improvements to the pathfinding and local avoidance tech.
Music
As always, I've been messing with audio on Sunday.
I'm still trying to find a vibe that best fits Assembly RTS, throwing around different ideas.
Messing around in Bitwig:
Rendering Issues
After upgrading to the latest version of Unity 6 I encountered some rendering issues.
Thankfully I found the underlying cause after about an hour or so and was able to fix it quite quickly.
Encountering some shader and lighting issues:
Creating Obstacles for Pathfinding
So far, pathfinding obstacles were generated by placing down special cubes to block off certain areas from the level editor. This is no longer required.
From now on objects automatically contribute to the pathfinding grid.
Placing down some cliffs in the runtime level editor:
The resulting grid in action:
While I was improving the pathfinding code I encountered some errors with very unhelpful error messages. This is because I'm currently using my own Rust DLL library to do some of the heavy lifting.
When a Rust library encounters a fatal error there is no safety net to fall back on in the Unity game engine, but it's still a great option for writing high-performance code.
I'm still not sure how much of the pathfinding code I'll end up writing in Rust and how much I will write in HPC# (Unity's high performance C# variant). For now, I'm mostly sticking to slow C# code to keep things simple.
That's it for this devlog. I hope you have a great weekend.
Check out Assembly RTS on Steam!