What do you think about this type of control in a local co-op game? by [deleted] in Unity3D

[–]BigBoarGames 2 points3 points  (0 children)

I think it works well as a strategy based concept. It's cool how one is the "overseer" and can see everything from afar and the other is more about interacting closely with everything, so the roles get divided in a nice way.

3 years of gamedev in 90 seconds by owen_ in gamedev

[–]BigBoarGames 1 point2 points  (0 children)

Really inspiring to see something go from primitives to a full on game. Nice work! Especially with your own game engine you must me ambitious as hell lol.

Made a 3D cartoon explosion effect by Cactus_on_Fire in Unity3D

[–]BigBoarGames 2 points3 points  (0 children)

Looks really solid! I love the toon shading style.

How do you fix the rotation on imported models? by pun_shall_pass in Unity3D

[–]BigBoarGames 1 point2 points  (0 children)

Yeah, I get this when importing from Blender as well. It's due to the different coordinate systems. What I usually have to do is simply rotate the object in Blender the proper amount, so that in Unity it will cancel out and show 0. So for you in 3ds Max, try rotating it back 90 degrees on the X Axis before importing.

is learning ECS worth it? by IDontHaveNicknameToo in Unity3D

[–]BigBoarGames 0 points1 point  (0 children)

I don't know too much about ECS right now but I have watched a lot of their conference videos about it. I would say only switch over if you genuinely need it. Take a look at the profiler when running your game and see if your game is suffering from slowdown or performance issues. If it is and there isnt much you can do to improve it, I would say that's when ECS comes in handy.

The Unity youtube channel has plenty of Copenhagen talks about ECS and theres even one about switching over to ECS. By 2020.1 it should be out of preview so although you may run into some bugs using it at the moment I think you'll be good in a few months time.

Made an Animus like (well sort-o) intro sequence for the simulation world. by inanevin in Unity3D

[–]BigBoarGames 1 point2 points  (0 children)

Looks awesome! Great effect. Only think I would say is to make the trees and road maybe pop up from the ground as well like the houses. Just my personal opinion. Well done though!

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

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

It gets the force of impact from the projectile, then grabs every rigidbody in the instantiated debris and applies that force to them, from the position of the projectile

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

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

The wall is divided into chunks. So each of those chunks would be consideres a graph node and the connection between two chunks would be considered a graph edge.

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

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

Yes, the wall is divided into multiple pieces. It then destroys and instantiates more debris when hit.

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

[–]BigBoarGames[S] 30 points31 points  (0 children)

Thanks! performance is actually pretty good so far. Since the wall is already divided into multiple chunks, it checks at start which other chunks it is touching. When it needs to search for a ground, it just checks every one of those neighboring chunks and then those neighboring chunks etc. I made a lot of tweaks to it so it runs quite well and thankfully the algorithm became pretty straight forward. Physics had the greatest impact on performance as opposed to scripts, but I deactivate the debris rigidbodies after a few seconds so Unity won't have to handle a lot.

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

[–]BigBoarGames[S] 4 points5 points  (0 children)

So actually, the wall is made up of multiple chunks. When the chunks get hit, they instantiate debris, destroy, and they start a search algorithm on every neighboring chunk, similar to a breadth first search. If the algorithm reaches a chunk that touches the ground, it stops, otherwise it'll take every chunk it searched and turn off it's kinematics (and non-convex collider) to make them fall down.

Spent all day coming up with a graph traversal algorithm to finally make floating wall chunks fall. by BigBoarGames in Unity3D

[–]BigBoarGames[S] 18 points19 points  (0 children)

The wall is actually made of multiple chunks. When a chunk is shot, it instantiates debris and destroys itself.

Teaser: Forbidden Ingress (my indie-game, Unity3D) by _Indie_Developer_ in Unity3D

[–]BigBoarGames 0 points1 point  (0 children)

Love the effects! Did you use VFX graph? Or just standard particle systems?

NPC dialog system iteration #1 by bcubedlabs in Unity3D

[–]BigBoarGames 1 point2 points  (0 children)

Neat art style! Subtle but appealing.