DVN WARFARE IS A SOLO PROJECT MADE 2 YEARS AGO, IT DOES NOT HAVE MUCH GOING ON DUE TO CONFLICTS WITH ANOTHER PROJECT, SEVERAL PROBLEMS WITH OPTIMIZATIONS etc.
This is an overhaul of my fanmade game “Dummies vs Noobs: Warfare” (aka DVN Warfare) formerly as a joke of 2.1 update, later turned into a passion project of mine
fast forward to 2024 before the closure, i was testing my performance with FX on and enhanced visual, my goal was to have 100 NPCs rendered on screen to simulate a huge battlefield kind of similar to serious sam, the problem is at that time i couldn’t find where the exact root cause is or what’s behind it, my guess was that computations on each NPCs were expensive because it’s being updated every frame but testing this with parallel and native later proves it wasn’t
for those who don’t know what this is supposed to be, dvn warfare is pretty much the same as original but as an extended to original (kind of like a sequel except this isn’t official) at that time dummies vs noobs was discontinued after final update released but playing it every single month after and after times became boring that it eventually got me to making my own version, my problem during the game is that most maps are very very huge but given with a few things to kill or destroy makes fighting even boring, main developer reached the limit on optimizations as there was no other ways to improve it + camera trick with motor6d knowledge wasn’t even there so it’s understandable why
in 2025 i began my rewrite with first month being just the old place as the closed place but later restarted due to how confusing the structure was for the script, progress were made slower and almost nothing going on because there was a project conflicting which i had to force myself developing it until 2026 with a few changes, now onto some of my progress
Tablet for the engineer class
I’m not good at modelling things but this one somehow turns out to be the most complex model I’ve ever made, buttons had more polygons than the entire model but dw i optimized this later after the video, the tablet basically acts like a multi-tool for the engineer whenever they want to build or check it’s condition on each buildings or even better, scan around the map to see what’s hiding which the button that activates this was the last button with no icon (there was no lens at the front)
radio ones were planned to be for calling airdrop but i feel like this kind of use felt off for a class that maintains a building so this function was later served as a call to alert others that works similar to pinging except it rewards to those who made the request, great for those who need to save for something i could say so this is pretty much the concept
Painkiller SMG
Ok this is just lame cuz i ported the model from the game that literally nobody knows about it, painkiller caught my attention with the design of the weapons except the gameplay cuz it’s so simple, this one isn’t actually an SMG but more of a rifle with flamethrower since it fires a rifle ammo, the gun fires in 8 round burst instead of fully automatic with flamethrower capable of shooting a propane (this functions identically to the original game)
although this seems like it would belong to admin/dev exclusive weapons, this one isn’t, it’s made for a game modifier who voted for the “arcade style” instead of original
in the video none of these functions were shown as alt fire wasn’t implemented to be mixed, only the manual ones but it doesn’t suit my taste
stress test 1.5
Stress test on 1.5 was on my friend’s PC, i was making a change to my NPC System that allows me to render 100 models but i later toned down to 40-ish, you could’ve guessed why but somehow this performs well which I’m not surprised at all with how powerful this PC is
test 1 was running on my old janky PC, the problem with this is that bullets were so costly when it moves faster, it could be fixed with hitscan for sure but i want the bullet drop aswell for the NPC to shoot at, Motor6D transform trick wasn’t even used yet until 2026 as it wasn’t a knowledge that I’d discover
Netcode overhaul (NPC System only)
my NPC System is now capable of running on (probably) low end devices, with the use of Motor6D and Camera rendering tricks onto this one I’m able to get this one running perfectly smooth although i haven’t tried on my old PC but i do have my phone that sucks at running things so I’ll give this a try
awhile back to the discussion on CFrame vs BulkMoveTo vs Motor6D transform, on the benchmark, using BulkMoveTo compared to Motor6D Transform is slower (est. 40-60%) despite BulkMoveTo being closely mapped to C++ which in turn should be faster than properties of the instance that can fire Changed event, the link to this was deleted cuz it was on the wrong category but SwiftCast does have the benchmark on rendering projectiles using it
netcode on this thing was also optimized again down to almost 3kb in between 5 to 20kb (from 50kb) using bit packing, reducing a playground helps with sending less bits based on distance of the map, of course this came with a problem again on how exactly do i know where the NPC would reach the boundary before it gets clamped back to the minimum position and if i expand more bits with divisions for accuracy reduced, it could be a problem, thankfully this was easy enough for me to find out by using borders to measure along with the bits i got
There’s more videos of my progress, specifically the jetpack etc. but it was posted on twitter and downloading each one of these ruins the quality so this was all i got for my game progress, nothing here is final and contents may be changed in the future.
for now I’ll end it here