Automating the Hardest Parts of Game Dev (Unity AI)
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Game developers are living in a really weird time right now with AI. I sit somewhere in the middle, but for programming and debugging, my workflow looks completely different now. I wanted to see if Unity's new agentic assistant could actually handle the heavy-duty technical art stuff. I pitched a dynamic fire simulation expecting it to take me days of iteration ... and it took me barely an afternoon.
Since I had credits left over, I wanted to see what else we could build. In this video we tackle:
- A dynamic, spreading fire simulation
- Worms-style destructible terrain
- 50,000 Boids running at 600-700 FPS using a compute shader
- Procedural fractal trees that turn to dust
I really hope you enjoy!
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