Skip to main content

Some ramblings about ScriptableObjects

First, I have finished the beta for my2D project. I'm now looking for serious beta testers, and hope I can have a more complete demo soon.

Now, lets get into matter. Lately, I have found a couple of interesting materials about ScriptableObjects. I used one to implement the AI system, but then found this second:


This guy uses ScriptableObjects like a swiss knife, for an amazing variety of tasks, some of them you wouldn't believe. I recommend you to watch the video. I was really interested in seeing how can they be used to replace Singleton based game manager class, but he didn't covered that topic (or I did not understood when he did).

In my case, I plan to explore ScriptableObjects in the new iteration of my RPG project for AI (already have a working proof of concept) and for items/inventory system. Then I will see if there is some way I can used them to improve the dialog system.

Seems that Unity is trying to address the lack of information about ScriptableObjects, this year we have had those cool conferences, and perhaps other that I may have missed. At least for me, it comes at the right time.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Lessons about game dev

 Meet Bobby (not Kotick)! He is going to taught you a lesson about how NOT to make games. Bobby is a very sharp bussinessman, that sees everybody is playing games. More important, everybody is spending money in games. What would any smart bussinessman do? Well, get into the games bussiness, and he knows he has an advantage. See, Bobby is not going to spend hundredths of thousands dollars to make a game, when he can make it much cheaper.  And here comes the first mistake. Bobby goes to his birth city, in a shitty third class communist country, where it is easier to find a honest politician than a game developer. There, he assembles the Avengers... I mean, a team of talented guys that... never made a game in their lives. He invests in hardware, with good workstations equipped with fairly modern GPUs, pairde with the worst, cheapest 18 inches display you can get. Also, a server with a 24 VRAM GPU, because any game studio needs a server for... nobody knows exactly for what, but t...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...