As a lead programmer in Enhearten Media, I work with my team on RTS game, Sanctuary Shattered sun, which is inspired by many past RTS games, like Total Anihilation, Supreme Commander, or Zero-K. Our team of less than 20 heads count, build this game now for two nearly years. We use Unity DOTS as our main core. We focus on performance, multiplier, and modibility.
I would like to share my recent works with you on my Genetic Neural Network.
Deving this and debugging and testing was a bit up and down. But eventually I got it functional.
Training done with 320 (adjustable) cars to go full path, took me approx 45 min. I need to say, that setting may not be optimal. But is functional. Plenty to be tweaked.
I would like to share my recent works with you on my Genetic Neural Network.
Deving this and debugging and testing was a bit up and down. But eventually I got it functional.
Training done with 320 (adjustable) cars to go full path, took me approx 45 min. I need to say, that setting may not be optimal. But is functional. Plenty to be tweaked.
Prototype based on initially made in Unity other voxel based prototype (IterOrbis: Space Dominum), using C# and classical Object Oriented Programming. This is important to mentions, since later I decided, that I want to convert whole game design, into ECS (Entity Component System), which is DOD (Data Oriented Design). Later known as Unity DOTS.
Presenting 3 Degrees of Freedom Gimbal Controller, based on thruster controller for spacecraft (i.e. satellite) applications in Unity3D, using Evolving Neural Network - NEAT.