Thanks Hugo for such an excellent course! I’ve thoroughly enjoyed watching every episode over the last four days and have started playing with the demo intensively, to see what else I can make it do.
I particularly valued your constant references to clean coding practices. It’s a lesson that can easily be forgotten in the rush of tight deadlines especially on small projects - but four days of constant reminders has really got the message home
In terms of extensions, I would love to see:
- efficient height differences for the ground (and neat ways to handle unit traversal)
- better fog of war
- draw optimisations (my GPU spins up when playing - it uses 41% on a GTX3080… which surprised me for a 2K screen)
- hex grid
For the ground heights I’ve briefly toyed with adding cubes for every location which can then be moved up or down to add per-square variations… but I suspect that will be very inefficient (in draw calls and probably other ways) so I’d be interested in some alternatives.