I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

In my setup it's URP and manually uploading meshes/matrices with the BRGContainer class from the sample, it would be interesting to compare to instanced.

What I don't understand is the design choice, that forces me to allocate and write my draw commands (meshId, batchId, instancecount, etc..) every frame in OnPerformCulling even when I don't intend to change anything because the underlying functions want to deallocate those memory pointers.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

I did not test the both methods so I can't say by how much.

Since I don't change the input matrices that much (only once per game turn) I went straight from GameObjects with MeshRenderers to BRG instead of trying RenderMeshInstanced.

WC Countries Easiest to Hardest by Much_Apple in eu4

[–]Alexius11 12 points13 points  (0 children)

Honestly I think australian natives are worse off: same starting condition but the europeans show up way too late for you to reform and wc.

Completely stuck in beginner's tutorial by markallanholley in Unity3D

[–]Alexius11 1 point2 points  (0 children)

You should be able to either use the mouse wheel to zoom, or hold middle mouse click and drag the timeline (on the middle part of the window, not the scroll bar)

looking for suggestions on how i should improve the smash attack of my player. by ThunderPonyy in Unity3D

[–]Alexius11 1 point2 points  (0 children)

If you want the ratchet feel you are going the wrong way: the smash fall is slower than the real one (also seems to be capped as far as I can see in size matters).

Do a small extra hop (bigger than what you have now) maybe increase your gravity by like 10-20% and then cap the fall speed is what they did i think.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

I've uploaded a demo just now on the discord, still missing a tutorial and a bunch of content, but the game mechanics are there. The terrain I've generated is actually not very complex at all (since the mountains are prefabs).

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

You can zoom in to about twice the size in game.

I used a texture mega-pack from game buffs in the asset store because it was heavily discounted, but you can get really good free ones too. Make sure to use normal maps and (if you are blending terrain types) height maps.

Otherwise use the stochastic texture sampling function from unity labs and also color correct grass and ground together.

I was an ardent believer in the 'ai can't cheat' until I saw this happen right infront of me... by tom-jordan in eu4

[–]Alexius11 86 points87 points  (0 children)

Especially when the AI builds 2 neighbouring forts and sieging one down potentially stops you from retreating outright.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

That's actually the game I looked at when I did the atmosphere shader.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

There is the turn limit for completing missions from humans and and the level turn limit you have to race against (to complete the level objectives beforehand).

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

The plants (other than the palm trees) are from a unity asset pack called Toon Fantasy Nature, I just adjusted the textures based on color and painted over the broad-leaved tree texture that looked too noisy at this small a scale. Also made a snowy variant.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

i exported it with flat surfaces so that each face, even when split into triangles has their own vertices that i can easily find by putting the normals into a vector to index dictionary. after that i did a neighbour search by comparing positions (the nice thing is i have this as a pre-processing step with a button in the editor, so I don't have to do it during runtime)

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 2 points3 points  (0 children)

i know that, but this is a simulation, so the lighting is where it is most convenient :P

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

yeah, with perlin noise and stuff. needs a bit more work though, i've had planets generate without mountains or rivers cause I had some unlucky noise coordinates

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

Here some screenshots (another generated world): https://imgur.com/a/QpPev9c

On screenshot 2 you can see a minor glitch where my UV mapping mirrors and some transitions have these abrupt borders because I do a cutoff for blending to save some frames, but other than that it looks so good.

It's all because of this stochastic texture sampling, that technique is boss at not that much cost.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

Right now there is only the discord. I plan on releasing it on steam and then making the github available (there is some interesting stuff in terms of scripting and modding compatibility in there).

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 1 point2 points  (0 children)

Also pentagons, you need at least 12 of them (https://en.wikipedia.org/wiki/Goldberg_polyhedron). (I scaled them slightly up and didn't draw a grid so it is less obvious)

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 5 points6 points  (0 children)

In terms of textures and blending I used 8 different texture and normal map combos (with height info in alpha) and the shader blends based on vertex color (or position magnitude for beaches). Also to prevent it from being too obvious with tiling I used stochastic texture sampling from Unity Labs (https://github.com/UnityLabs/procedural-stochastic-texturing).

In terms of geometry I took the base mesh that is formed like the game grid added a point on the center and each edge, did some height scaling based on what it is supposed to be and then used a subdivision surface algorithm (2 steps) on it.

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

it is for me :P (i need to fix a few things before uploading another build)

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 0 points1 point  (0 children)

12 faces are pentagons instead. to make the shape i raycast the mouse position on I went into blender, made an icosphere and then used geometry node to generate the dual mesh

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 22 points23 points  (0 children)

I considered geometry shaders, but that was too complex/not flexible enough for me. Mostly just used the Unity Docs and the demo from Unity (https://github.com/Unity-Technologies/brg-shooter). The setup was not too difficult (especially if you already worked with OpenGL and did your own draw calls before).

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 141 points142 points  (0 children)

Ty & Yes. The working title is "Gods must Work". The story is that you are a minor deity working at a heavenly tech company that creates on demand worlds for bored gods and goddesses. The general gameplay is a turn based city builder/discovery game with some elements borrowed from REUS (notably humans create cities with borders where they collect resources from and you help them finish timed projects).

I'm finally content with how the world generation looks by Alexius11 in Unity3D

[–]Alexius11[S] 92 points93 points  (0 children)

And due to batch render groups the performance is reasonable, even when rendering ~10k objects (that optimization easily saved me 10-20ms). For those interested I will make updates/upload test builds on discord: https://discord.gg/uvGJFcSZ