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Messages - t35t3d

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Discussion / Re: Robot Arena 3
« on: June 05, 2016, 08:13:05 AM »
Do these wheels work when upside-down? Can you disable suspension? Can you just create one wheel, not pairs? I vaguely remember these being a problem that the developers outlined with the default wheel physics model.
Yes. Yes. Yes. They are just simple rigid-bodies with hinge-joint attached to spring(rigid-body) which is connected with configurable-joint to whole machine (Rigid-Body). RigidBody->HingeJoint->RigidBody->ConfigurableJoint->RigidBody. I'm not using default unity wheel collider – it is for racing games.

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Discussion / Re: Robot Arena 3
« on: June 05, 2016, 06:15:42 AM »
(Been trying myself with a box chassis, motors with hingemotor axles and wheels, joints are never stiff enough even with the solver at 100, using rotational locking, anything)
I agree, working with physics is hard and consumes lots of hours to make simple things. They never work as you'd like and there are frustrating amount of settings that are very important.
Anyway here is what I was able achieve with Unity PhysX:

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Discussion / Re: Robot Arena 3
« on: June 04, 2016, 01:08:03 PM »
I do not understand why they rushed this game, they knew they are releasing not nearly finished game... but wanted to release it as finished game... and also this network plugin? Game seems to be using default unity networking and steamworks framework for networking and no additional plugins (I might be wrong). I hope this instant 2 week early access thing wasn't intentional.
I dont understand how updating a 3rd party plugin could cause a game delay, its easy, you just "dont update it" for now, assuming it worked to begin with.
Breaking it down
42,000 lines of code, 8 people, 3 months @ 5 days a week 58.3 lines of code per day, or 7.29 per hour
working hard(?)

I think it is 1-2 coder project. Other 6-7 worked on other things...

I used to develop flash games (programming, level desing and other stuff except art design and sound/music). My most complex project was 30k lines of code flash game. Some code was used from my previous game and there were comment stuff. So lets say I've written 20k lines of code, designed lots of complex levels, tested game again and again.. and did other complex stuff. Whole project took me 500hours. So it was like 40lines of code per hour  :laughing I think If I was programmer only then it would have been more like 100-200 lines of code per hour. People might say that flash is easy... but nah... its like Unity.

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Discussion / Re: Robot Arena 3
« on: June 04, 2016, 11:27:51 AM »
I think it's fantastic what you are looking to do, t35t3d, but I think I speak for quite a few people when I say we're going to feel pretty upset if we find out that one guy who isn't even on RA3's payroll can fix their game. :dumb) That'll either speak incredibly highly of your skills as a programmer/engineer, or very poorly of RA3's dev team's skills. Or both, I don't know.

That said, I'm still eager to see if a modding/patching community develops around this game.

I was able to decompile the main file (Before the first update).
Here is source C# file list: http://oi65.tinypic.com/149weg.jpg
And some statistics: lines of code written by developers 42.137 (322 source files). BTW I have excluded all unity plugins/examples from these numbers.
These numbers might say nothing. So, for example The Forest(latest version, [Unity]) game has 151.988 lines of code (1529 files). Yet Another Zombie Defense(old version, [Not Unity]) – 16.500 lines of code in 125 files.
AutoCraft (very old version, [Unity]) 28.712 lines of code in 328 files.
Developers have used lots of unity store plugins (That's not bad nor good). However there are many code files from tutorial examples in the source code. This indicates inexperience with Unity and rush to make game as fast as possible.

Modding possibilities might be endless. Well I wasn't able to recompile the code at the moment, but others might succeed in doing that. People have completed such feats with other Unity games: 7DTD, KSP... However game is not worth modding/fixing at the current state. I hope developers will take their time and finish the game.

I do not understand why they rushed this game, they knew they are releasing not nearly finished game... but wanted to release it as finished game... and also this network plugin? Game seems to be using default unity networking and steamworks framework for networking and no additional plugins (I might be wrong). I hope this instant 2 week early access thing wasn't intentional.

Also I do not believe that game developer is still same team. Some key people must have changed.

The best thing about Robot Arena 3 is that it is now being fixed by developers

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Discussion / Re: Robot Arena 3
« on: June 03, 2016, 07:52:10 AM »
It's using the Unity engine
Did some poking. I did not know much about unity. I assumed  it was like unreal where  you use different  physics engine extensions, but unity has its own physics engine
Unity uses PhysX and as far as I know it isn't difficult to switch to other physics systems and continue to use Unity.
For example, the Bullet Physics System, which is thought to be better by many can be easily implemented
Indeed, Bullet Physics can be easily implemented. There is existing code examples.

However there is no reason to switch from PhysX.
What I've seen from streams it seems that there is no real problem with PhysX, but there is problem with game – it barely uses PhysX... wheels seem to be fake, chassis - single convex mesh, forces of weapons do not seem to be important for damage calculation.


I'd like to analyze possibility of modding RA3, however I do not own it. Could anyone send me single .dll file via PM from RA3 called: "Assembly-CSharp.dll" (should be somewhere in C:/program files/steam/steamapps/common/Robot Arena 3/RobotArena_Data/managed/Assembly-CSharp.dll)

Edit:  I've got file now. I'll report my findings later!

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