A screenshot of a game with three vehicles in the foreground with bright red, and green debug lines showing possible valid and invalid paths considered.
I've gone down the rabbit hole of path planning for fully physics based vehicles. There are way too many physics checks here, but it makes for an interesting screenshot visualizing possible paths.
#indiedev #gamedev #screenshotsaturday #unity
28.02.2026 20:19
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Looks great! I like this camera angle.
19.12.2025 09:47
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A comparison table listing eight strategy games, including Salvage Wars, Company of Heroes 3, and Broken Arrow. It shows screenshots of unit icons in three columns: Standard, Selected, and Hover, highlighting differences in borders, background colors, and health bars for each state.
Working on unit icons for Salvage Wars.
I initially used the SupCom style (cored bg + b/w icon), but I've noticed many recent RTS/RTT games using dark backgrounds + colorful icons (see grid).
What do you think: colorful backgrounds or colorful icons?
#gamedev #UI #indiedev
19.12.2025 07:47
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Looks good! I'm curious to see what it looks like with debug gizmos on
10.12.2025 06:30
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A screenshot from a video game showing a small, red armored vehicle or tank driving in a sharp curve across a gray landscape. The vehicle is leaving a massive, continuous wall of bright yellow and orange fire in its wake. In the background, there is a patch of low-poly green trees and the wreckage of a crashed black aircraft.
Accidentally introduced a bug where my dust particle emitter was replaced with the fire and I'm not sure if I want to fix it. #gamedev #indiegame #rts
19.11.2025 04:13
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A top-down view of a Unity editor scene showing a desert-style map with a network of interconnected defense nodes. Yellow lines connect red “Sample Point” markers forming a graph structure, centered around a labeled “Central Defense” area. Blue and orange zones on the edges mark “Outpost” and “Extraction Zone” areas. This visual represents the new AI defense network graph being tested for coordinating patrols and quick reaction forces.
Adding a defense network graph for the AI to use while responding to the player actions.
#Unity #gamedev #unity3d
10.11.2025 01:44
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Bar chart showing FOVMap bake time speedup factors across different map dimensions. "Full Jobification Speedup" is consistently around 11x-14x, significantly outperforming "RaycastCommand Speedup" (around 2x-3x) and "SingleThreaded" (baseline 1x).
14x speedup! 65 million raycast fog of war bake went from 307s to 21s. 🚀 The bottleneck wasn't the physics, but the math! I refactored the open source library FOVMapping with RaycastCommand and Burst Jobs for max parallelism.
driftcascade.com/blog/2025/op...
#GameDev #IndieDev #Unity #Open-Source
28.10.2025 18:53
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Drift Cascade logo on a dark background: a single white, stylized starship with orange thrusters flies up-right. Ahead of it are three translucent projection paths—magenta, cyan, and orange—showing possible drifting trajectories. A bright cyan arc suggests a horizon. Below, beige text reads ‘DRIFT CASCADE,’ with a thin cyan underline and smaller text: ‘SYSTEMS. EMERGENCE. STRATEGY.
👋 Hello Bluesky!
I’m Michael, solo dev behind Drift Cascade, working on Salvage Wars, a tactical RTS about scavenging crashed starships.
Expect posts on Unity, game design, and systems tinkering.
Always down to to talk games!
🪐 driftcascade.com
#GameDev #IndieDev #RTS #Unity #DevLog
23.10.2025 21:20
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