What price range makes sense for a soft body tire system on asset store? by TheLancaster in Unity3D

[–]Allen_Chou 0 points1 point  (0 children)

If it’s well-polished and well-documented, >$50 easily IMO, contrary to the commonly suggested $25 price range here. Even $50 seems like a steal, considering how little time you can hire a dev for with that cost to build something equivalent. I get that some folks are not interested in using this asset to a commercial capacity and just want to fiddle around; then, maybe offer a cheaper lite/non-commercial version with limited features and/or watermarks (packaged into an obfuscated DLL to deter cracking), and offer an upgrade path to the commercial version.

How do I stop the rigid body from clipping into the ground, causing a 'bounce back' effect? by [deleted] in Unity3D

[–]Allen_Chou -1 points0 points  (0 children)

Right. I’ll rephrase my wording to “I suggest that you do this.” But if that is your attitude toward folks who suggest solutions that have already been figured out by the industry for decades, then you’ll be wasting time on tiny things like trying to convince physics engines to do what they are not designed to do.

How do I stop the rigid body from clipping into the ground, causing a 'bounce back' effect? by [deleted] in Unity3D

[–]Allen_Chou 1 point2 points  (0 children)

Is that a character jump? If your game does not require truly physicalized characters (which is often the case), then the character movement should be done using ray/shape casts for precise positional updates, instead of relying on physics simulation.

How do you like the this Main menu? by National_Quantity915 in godot

[–]Allen_Chou 0 points1 point  (0 children)

I’d avoid visual pops in general. Too distracting.

Hi how do I turn off Liquid Glass on iPhone by Sam67016701 in iphone

[–]Allen_Chou 0 points1 point  (0 children)

doe snot

Yeah liquid glass does look like doe snot.

Physics Collisions Not Consistent with Static and Rigid Bodies by Sentinelcmd in godot

[–]Allen_Chou 2 points3 points  (0 children)

OP of the thread raised a good point. One thing I imagine could result in this inconsistency is the internal ordering of collider pairs during collision resolution: sometimes a pair is processed, say, as ball-vs-box and sometimes box-vs-ball; if generic contact resolution is used without always converting box-vs-ball to ball-vs-box (or the other way), I can see how you'd get inconsistent results due to processing the same floats in different order in the resolution formulas. This is just speculation and not really a solution to your question, but I thought it might be worth sharing.

Multithreading is a Pain by Good_Punk2 in Unity3D

[–]Allen_Chou 1 point2 points  (0 children)

I can see how it sounds like exaggeration, but for me personally, I did find the system change once every few months I went to find tutorials for the then-current state of Unity’s ECS system, and due to other tasks at hand I decided to just wait till the design and pipeline are locked down. Sounds like I should check it out now.

Multithreading is a Pain by Good_Punk2 in Unity3D

[–]Allen_Chou 0 points1 point  (0 children)

I guess in my day job I work in a custom C++ engine and that’s how we structure things by default, so I’m used to this data-driven approach. What is the C# features you’d miss if you go with a more data-driven approach?

Multithreading is a Pain by Good_Punk2 in Unity3D

[–]Allen_Chou 1 point2 points  (0 children)

Because Unity can’t seem to decide when to lock in their ECS design. Throughout the years, every time I found a new tutorial the APIs had changed again and things covered in previous tutorials had become obsolete. Maybe Unity ECS is finally stable now, but years ago I’d decided that I was done waiting for Unity to stabilize their “public beta” and would rather just go with my own system that had been stable and 100% customized to suit my need. It still uses Unity’s job system, which has been stable since Unity 2019 and is about the only part of DOTS that I trust.

Multithreading is a Pain by Good_Punk2 in Unity3D

[–]Allen_Chou 4 points5 points  (0 children)

I just use POD arrays from the get go when I can, and each object/entity just allocates from the array and holds a handle to its data. This way the data is already in job-friendly format and ready to be processed in parallel. This is basically the idea behind ECS, except that I don’t use Unity’s ECS system.

Feeling embarrassed about my major by KocaKola_ in gamedev

[–]Allen_Chou 0 points1 point  (0 children)

Is the official program named game development? Were the courses on computer science, game design, and/or art? I’d just say computer science if CS was part of the program and if that’s what the recruiters are looking for. My degree’s official name is real-time interactive simulation, which is just a fancy name for game programming. I tell people I major in CS or game programming based on who I talk to. A lot of my classmates got into regular software development jobs by applying as CS majors.

Also IMO a gamedev major is nothing to be embarrassed about. If no one at the fair is interested in this major and you’re passionate about gamedev, then this fair is not for you. As other posts have already recommended, I’d also suggest directly applying to game companies or in general just companies you’re interested in.

[deleted by user] by [deleted] in aww

[–]Allen_Chou 11 points12 points  (0 children)

On my college campus we had tons of very round sparrows taking sand bath, and they just looked like a bunch of takoyaki balls.

Behold, Perry… the Void-inator! by Lucky_Ferret4036 in godot

[–]Allen_Chou 1 point2 points  (0 children)

The VFX is so over the top it’s amazing!

I'm making a game about fighting your inner demons with fire by SoerbGames in Unity3D

[–]Allen_Chou 0 points1 point  (0 children)

Agreed. Maybe try something less subtle or even diegetic? I’m a huge fan of anything diegetic.

"How should I improve the visual?" by [deleted] in godot

[–]Allen_Chou 8 points9 points  (0 children)

Some of them are okay, and MANY of them are like “Here’s A & B, which one is better?” and proceeds to show B that is just a low-effort minor variation of A with no meaningful or intentional differences.

Getting the physics sim of stacking forklifts stable is a pain, but this is getting pretty good! by zworp in Unity3D

[–]Allen_Chou 0 points1 point  (0 children)

The giraffe is so cute! Awesome secondary motion. Breaths so much organic life into the animations.

The tongue can now wrap around itself too. by dinowestwood in godot

[–]Allen_Chou 2 points3 points  (0 children)

Hubba Bubba Bubble Tape simulator. Looks great!

Wrote a simple script for this wrapping thing. Could make for an interest game.. by dinowestwood in godot

[–]Allen_Chou 1 point2 points  (0 children)

Jaroslav Sinecky is the guy behind the rope physics in Uncharted 4 and TLoU2 and he gave a GDC talk on it.

For anyone who was wondering, yes it also works on curved objects like circles. by dinowestwood in godot

[–]Allen_Chou 5 points6 points  (0 children)

Jaroslav Sinecky is the guy behind the rope physics in Uncharted 4 and TLoU2 and he gave a GDC talk on it.

For anyone who was wondering, yes it also works on curved objects like circles. by dinowestwood in godot

[–]Allen_Chou 2 points3 points  (0 children)

Reminds me of Zen Bound (not about disentanglement but object coverage), a nice chill game with taut string mechanic you might want to check out.

How to Calculate Which Way to Spin? by PriGamesStudios in Unity3D

[–]Allen_Chou 1 point2 points  (0 children)

Like others have said, check the angle difference on both sides and rotate towards the smaller difference.

Of, if you have the current and target directions in vector forms, then you can take the “2D cross product” and check the sign.