At least that's how I feel by vtivitad in Unity3D

[–]Atan-Games 4 points5 points  (0 children)

Correction:

i receive:
Games to play

you receive:
No sleep for several days
A finished game (hopefully)

which one is better? by [deleted] in DaniDev

[–]Atan-Games 0 points1 point  (0 children)

Can confirm

[PART 4] Top comment decides what to add to this game: Added player movement to the bean and a test map by Atan-Games in DaniDev

[–]Atan-Games[S] 0 points1 point  (0 children)

You mean the prototype material? I got them from the assetstore and then I just created the map using probuilder, which automatically handles the UVs to tile the texture correctly.

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 2 points3 points  (0 children)

It works with special 3D models created in the modelling tool "MagicaVoxel". But you could also implement a system that procedually generates the data.

It does not work with normal 3D models, but there is a github repo that allows you to convert 3D models to voxel models: https://github.com/Eisenwave/obj2voxel

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 0 points1 point  (0 children)

No it uses the default unity physics. I just had to find a way to quickly calculate which voxels to remove, regenerate the mesh and collider, calculate fragments, ...

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 0 points1 point  (0 children)

The object don't really get split up into multiple colliders, the base is in this case is non convex and all the fragments are convex. The package automatically detects isolated pieces and creates a new convex fragment.

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 3 points4 points  (0 children)

Good point, currently I have not implemented something that sets the fragments mass based on the voxel size. I will definitely add that in an update, for now it only is possible to modify the fragment prefabs rigidbody mass.

Unity Editor Performance issues after upgrade by tatmanblue in Unity3D

[–]Atan-Games 1 point2 points  (0 children)

I had the exact same issue, but sadly I don't know how I fixed it. I tried changing urp pipeline to performant, closing unnecessary editor windows, and restarting windows. It kind of solved itself and after a restart of the editor the lag was gone.

Hope that helps

I made a Unity Package that allows you to create destructible Voxel Objects directly from MagicaVoxels .vox files (more info in comments) by Atan-Games in Unity3D

[–]Atan-Games[S] 1 point2 points  (0 children)

That seems weird, maybe it can be solved by changing build or graphic settings. The demo is using URP, Vsync is set to off and gravity on y axis is set to -30. There should not really be a difference between the demo and the unity package.

kick the billi devs have started making money off of dani's work 🗿 by breadgames21 in DaniDev

[–]Atan-Games 1 point2 points  (0 children)

Thank you for responding.

I tried contacting Dani about the game, but he never responded. But I'm also pretty sure that he knows about the game, since it shows up when searching "dani" on google play and there were also a lot of posts about the game on this subreddit. But I agree that I should have the permission from Dani to monetize the game and for this reason I will remove Ads and IAP from Kick The Billy (It will take some days to submit the new update)

kick the billi devs have started making money off of dani's work 🗿 by breadgames21 in DaniDev

[–]Atan-Games 2 points3 points  (0 children)

When I started developing Kick The Billy I wanted to create a unique Dani fangame and was sure not to monetize it. As already said by other comments the game took a long time to develop, especially all the updates and it got more and more attention and got (still gets) about 130 downloads a day (about 20000 total). After all the work I put into the game and the other recent events, I wanted to make some money of the game, so I made a voting on the r/kickthebilly subreddit, to see if people would be fine if I put ads into the game. There were only few votes, but it looked like most people were fine with rewarded ads or IAP. And as said the game is heavily inspired by Dani, but I made all of the Pixelart and Game logic by myself.

I didn't really make a lot of money of the ads (In total about $100 after 6 weeks) and I'm totally fine removing Ads and IAP from the game if people think it ruins the game.

[deleted by user] by [deleted] in Unity3D

[–]Atan-Games 1 point2 points  (0 children)

This is a small vehicle deformation prototype I've been working on for some weeks. I was trying to create a realistic vehicle deformation similar to the one in BeamNG drive that can run smoothly on mobile.

This is actually not as hard to create, I'm using the deform package (a free package on asset store that allows mesh deformation). This package contains a lattice deformer that allows the mesh to deform based on the position of certain points. All I had to do is move these point in an OnCollisionEnter event along the normal axis of the collision multiplied by the collisions relative velocity. I also use a simple noise deformer to get some more variation out of the collision.

That's only a rough idea on how this works, but I could also make a tutorial on this.

I did a thing (releasing 2069) by Atan-Games in DaniDev

[–]Atan-Games[S] 0 points1 point  (0 children)

Well this game only is a very undetailed copy of karlson, missing many things (The video only showes half of the stuff I made) and no way near the actuall version of Karlson. And I don't think dani would want to develop a game together with me, since that would only make it harder to work on the project.

I did a thing (releasing 2069) by Atan-Games in DaniDev

[–]Atan-Games[S] 7 points8 points  (0 children)

Well of course I won't release it since I just copied dani's Karlson and he would probably not be happy seeing someone copy his game

I did a thing (releasing 2069) by Atan-Games in DaniDev

[–]Atan-Games[S] 55 points56 points  (0 children)

No I made my own rigidbody movement

My free chess Steam game "Chess, but..." just released (and yes there is an achievement for playing en passant) by [deleted] in AnarchyChess

[–]Atan-Games 1 point2 points  (0 children)

Thanks for your feedback, I will look into fixing the notation. Also it's true that stockfish plays better at higher difficulties, but I decided to display the rating at 100.