1 year ago

So I made a smart aiming of the tank turret at a moving target. This required a long mathematical formula, but it did not affect the optimization (I used 1500 tanks on one screen and there were no lags!)




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I added a new type of tank to the game - self-propelled artillery. It does not have a turret and the rotation angle of the barrel is limited. It deals more damage per shot, but has low speed.

I also improved some parts of the game (see article)

I am developing my own game engine. Currently, I am adding a graphical user interface. Later, I plan to create games and applications using this engine. The screenshot shows two buttons and a text input field with their colliders (red rectangles)

I decided to do a tank race to test the AI. Participants: 4 bots and me (gray tank)

This week's #FanArtFriday celebrates Pizza Tower! The game's 2nd anniversary is on January 26!

I improved my old tank control code. It used to be 400+ lines, but now it's only 66. Only 66, Carl!

This is very cool, but while I was rewriting my code, many bugs appeared, for example, when I clicked on WASD, I controlled all the tanks at once (GIF)

yes... Spiritwell is still being worked on...

#MinecraftMemory The last 5 seconds of my life

I've been making AI for my game for over a month. It was a long and difficult process, I even lost several kilograms. The result is on the GIF. In my opinion it turned out very well, although not perfect

A new batch of screenshots is ready for Thursday's Harpies Update. Here's a little sneak peek at the new Manufactory building.

Previously, bullets could ricochet an infinite number of times and it looked very strange, but now I have limited the number of ricochets and it looks more realistic