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It's cool that is trending! Thank you, @simon!

I'll make this a thread about a project I'm contributing to for @pola's doma.dev.

It's a system for running test tasks to help hire game developers.

We provide a sekeleton of the task and the candidates need to only add small additions to make it into a solution. Then the solutions are pitted against each other to rank them, incidentally ranking the candidates too. Think -lite.

This is the first benchmark AI! Hide your cubes, hide your edges, and hide your vertices too.

Day four of my first log.

I learned about , the cubes synchronise their positions over the wire.

Found an amazing starter kit made by an ex-Microsoft MVP person.

github.com/dilmerv/UnityMultip

It helped a lot to understand .

Now my teammate will put all our knowledge to a practical test and build a ServerPlayer entity which shall translate the inputs from the clients to the server in order to update the state of the physics simulation and the game.

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Fifth day of my first log.

Today's goal is to make a multi-agent networked player control in .

Sometimes projects we make teach us fundamental things, and sometimes they teach us some gotchas. A gotcha I learned today is that in , you can have a TextMeshPro which is a UI component and one that is a 3D component. There is no way to distinguish between those after you add them to a scene. So you'd better remember or label which one's which.

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