It seems like they have a platform/launcher with user-created content in it. They get 10% marketplace fee but since it's fully open source you can probably publish your game outside of their platform.
Yes. My current plan is to create a minimal game loop first: basic building mode, simple AI and limited character customization. And then extend, improve and experiment with mechanics.
The game will also have optional multiplayer, similar to this mod for the Sims 4. I'm the author of relatively popular networking library for the game engine I use :)
Ah that’s cool! I look forward to seeing your updates then! Have you seen the other spin off games like Paralives and Life by You? It might be interesting to see what kinds of stuff they’re lifting from sims and where they are expanding/changing things.
I dont know how larger games do it but it mostly depends on what kinds of enemies and what genre of game youre doing.
If you have a lot of enemies that will be spawned and despawned and they are mostly the same you can do an object pool where instead of destroying the object it gets hidden and added to the back of the pool for another enemy to spawn in as in the future by showing it and moving it to the correct spot
In terms of when to spawn it usually (assuming youre doing most genres) you can just spawn it right outside the view of the player when they hit a trigger. In games I usually make enemies are spawned on a timer since it tends to be more arcade like and in that case you usually just spawn them outside the range of the player in a random location around a radius after X amount of time has passed
It's an rpg/soulslike, so I wouldn't likely be spawning randomly all the time. But I do like the idea of spawning in a small radius outside the player view, and the pool idea is good. That could really help with keeping resources down. Only issue I could see with that is distinguishing which pool actors to choose the activate again. I'll have to think about that a little bit since enemies will be different.
You can split your screen in Unity by adding a second camera and setting the rectangle for each.
You will obviously want to position the 2 cameras the correct distance apart for vr.
VRidge works great for me, I recommend it, but it presents to software as a standard SteamVR headset, so I don't know if that addresses OP's problem. Also, it's a paid product if you want to use it for more than a few minutes at a time.
"Wireless" is going to be the challenge. The Dual shock 2 needs power somehow. Theoretically there could be some sort of device that could accept the PS2 controller port and have either a battery or plug in to external power, then send the Bluetooth signal, but I don't know that any such hardware exists.
There are wireless PS2 controllers from 3rd parties. There are also adapters to convert the PS2 controller port to USB. I got a couple of them on AliExpress for a few dollars each, and they work well. I have not used them on Android, but Linux interpreted them as Dualshock 3's (the listing advertised it as allowing you to use PS1/2 controllers on PS3's that are not backwards compatible).
So you could take a wireless 3rd party controller, then the adapter to convert to a PS4 controller signal. You'd need a USB hub to get that into your phone, and depending on what You're trying to do from there you might need an app to interpret that signal before getting to its final application. Alternatively, you could use a Mayflash USB adapter to convert from a PS3 signal to something else your phone would recognize.
If you just use a Dualshock 3 that cuts out a lot of hardware and allows you to use a 1st party controller. You can also get new fake ones on the Internet pretty cheaply that aren't all that terrible (usually the downside is a lack of sixaxis functionality). From there a Mayflash adapter or an app should be able to convert that. Some apps might even be able to accept it without any conversion. I've used DS3's on my NVIDIA Shield with Steam Link, for example.
The best experience would probably be to just get a more modern controller like a Dualsense or some 3rd party controller. I do wish a company like Retrobit or 8Bitdo would make a modern version of the Dualshock 1-3, similar to what's been done with Genesis, Saturn, and other controllers. Maybe one day.
To make this work you'll have to start playing around with firmware writing. I know people have done similar projects using a pi pico to handle the translation, but I don't know if they did it with a ps2 controller.
Dude... Your talking about mixing ancient technology with space age hardware. What comes next? Watching VHS on the switch?
Good luck getting your setup to work. The drivers for PS5 are completely open sourced by Sony so I think it would make your life much easier by investing in a new controller 😅
Honestly this is usually bad advice nowadays, for a bunch of reasons:
Modern allocators do the same thing as object pooling internally, usually faster. They rarely interact with the OS.
A GC will do things like zero old memory on another thread, unlike a custom clearing function in a scripting language.
Object pooling breaks the generational hypothesis that most modern garbage collectors are designed around; it can actually make performance much worse. Most GCs love short-lived objects.
Object pools increase code complexity and are very error prone; when you add a new field you have to remember to clear it in the pool.
If you are in a non-GC language you probably want something "data-oriented" like a slotmap, not a pool of object allocations.
Having said all that, it still all depends on the language/VM you're targeting. The guy in the video clearly benchmarked his use case.
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