In addition to make games, I also enjoy to design tools to make level designer and artists life easier.
Here are some examples of tools and prototype.
Large number of entities in a multiplayer game with low bandwidth
I have been making a multi-threaded library, in Unreal Engine latest version, that allows to run large number of entities in an online multiplayer game while only sharing player inputs.
This means that even with a huge number of actors, the bandwidth stay ridiculously small.
Since the system is predictable, replays can be saved. It is also possible to save states of the game and share them between players to allow a drop-in feature.
And on top of that, because everything runs on a separate thread, the game-thread can be used for non game-play logic.
This library has a rollback system integrated as well, but it is better to only enable it on projects with less entities since the implementation is very basic. For games with thousands of entities, it is better to keep it turned off, or to implement a new variant.
These AI use the state tree, they are minimalist and not well optimized, using path-finding and a crowd system. If we used horde AI and Niagara to render them, thousands of AI could potentially be displayed.
Using the state tree means that their behavior is highly customizable, nothing is hard-coded here.
Imposters Generator (Unity)
Procedural Buildings (Unity)
Light Probes Volume (Unity)
Level Editor
Level Of Detail (Unity)
Texture Baker (Unity)
Voxel Editor (Unity)
2D Terrain Editor (Unity)
The 2D terrain editor for Kabori allowed me to easily create the terrain with smart textures on it (such as grass, rocks…), But it was also useful to create objects such as trees, background, platforms, branches with the possibility to add collider, as you can see below.
2D Dynamic Lights (Unity)
The dynamic lights made for Kabori. It allowed me to add point lights and spotlights that can be refreshed in real-time if wanted. I didn’t have time to optimize it, but I was still able to run multiple lights in realtime on screen without any performance impact.
3D Terrain Generator (Unity)
Here is a Terrain Generator in Unity engine. It generate an island based on perlin noise. I also added t he possibility to add a volcano and a landing platform with a wall around it.
2D Procedural Dungeons (C++/flib)
Trefonds’s level generator. It can generate simple 2D levels with a start and an end, then fill it with rooms. Each room has some random elements to add variety. The level editor allowed me to draw rooms, as well as to jump right into action to test configurations and enemies. It also allowed to bake the lights for preview.