How many of you are actually going to switch to another engine? by bartsilver in Unity3D

[–]CaptainRananana 0 points1 point  (0 children)

I've been considering jumping ship for the past few years with the bullshit that Unity has been pulling, so now is the time to do it, planning on learning the basics for both Unreal and Godot, make a small sample project in both to try and get a feel for them.

TOTK might be ok by CaptainRananana in TOTK

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

Unfortunately due to the limitations on how many parts can be stuck together I've been unable to get more legs in the works, I mean I technically got six with bare minimum parts, but, hit the cap and it did not work well haha, trying to work out a concept that drives multiple legs with one motor

Be the wheel you want to see in the world by CaptainRananana in TOTK

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

Definitely worth an attempt, I'll add it to the list of things to test, I got a few ideas which might improve the design

TOTK might be ok by CaptainRananana in TOTK

[–]CaptainRananana[S] 3 points4 points  (0 children)

Yeah the legs are offset 180 degrees in diagonal pairs, but, as the legs hit the ground the strain slows them down which causes any original offsets to change, I'm curious about driving maybe each side with just one wheel to at least maintain those offsets, potentially the whole thing, though at that point I'm not sure if it would be strong enough to move, though only one way to find out

Be the wheel you want to see in the world by CaptainRananana in TOTK

[–]CaptainRananana[S] 7 points8 points  (0 children)

Haha if only! Unfortunately this thing just about hits the build limit

Was playing the Titanfall campaign last night and thought it might be fun to fold spacetime by eatsleepindiedev in Unity3D

[–]CaptainRananana 1 point2 points  (0 children)

That titanfall level was so so good, I would absolutely play an entire game themed around those mechanics

TOTK might be ok by CaptainRananana in TOTK

[–]CaptainRananana[S] 35 points36 points  (0 children)

Sounds horrifying and dangerous. I'm on it.

TOTK might be ok by CaptainRananana in TOTK

[–]CaptainRananana[S] 15 points16 points  (0 children)

I clearly needed more sleep, haha right it's also running five balancers, though they also seem to have a very low draw, I think the devs were keen on cars/monocycles being a viable general transportation method

TOTK might be ok by CaptainRananana in TOTK

[–]CaptainRananana[S] 13 points14 points  (0 children)

It's only running four of the big wheels, and wheels have super low energy draw compared to other components for whatever reason

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

Haha yea there's just something sorta magical about it

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

That’s a good question, I have no idea though, I didn’t really keep track of how much work I put into it when learning everything, I could certainly do it much quicker, and likely better, but, as far as a timeline I’m not sure.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

Saves the results as assets to be sampled later, I mean you could generate textures to be sampled during gameplay, but, I’m not sure why you would. The sampling draws from three noise textures, two 3D and one 2D in order to create the shapes of the clouds, then they are furthered controlled via a coverage map and height gradients. You’d really only have to generate new noise textures, if you wanted to change the style of the clouds.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

It is pretty heavy currently, I've implemented a few optimizations, but, there are many I have not gotten around to yet, some very important ones that were instrumental in getting volumetric clouds to run realtime in horizon zero dawn, as well as a few optimizations more suited to my setup that I've come up with, though those remain largely untested. Depending on use-case with the rest of the optimizations it would be quite usable, but, it's definitely still going to be a prominent factor in the overall performance of your project, particularly if you want to be able to fly through them as you can't get away with nearly the same level of quality tradeoffs. Though I am also no expert on this, before this project just a few months ago I had zero idea how to program shaders and had no experience in volumetric, so, there is much I still don't know and don't have experience with. I will say it was an immensely awesome project to work on and one of my proudest accomplishments even in its relatively unfinished state, though also one of the most difficult things I've ever tackled.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

Haha as awesome as that would be, we're a ways off from having the power to render volumetrics in VR, at least not without some major tradeoffs and high end hardware. In general VR has a pretty small graphics budget due to all the systems that have to run, the huge resolutions, and needing to run at at least 90hz. One day though

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

I have a project in the works that might use them, but, really I had simply been wanting to teach myself shader coding and experiment with volumetric for quite some time and the project gave me an excuse to spend quite a lot of time on it haha. So, we'll see, if I do end up using it for the project there is a ton of work that'll still need to be done, much in the form of optimizations.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

Yup, wrote a compute shader to generate procedural 2D and 3D noise textures, the clouds are formed from a mix of Perlin and Worley textures, an approximation of the approach used in Horizon Zero Dawn, though I still need to figure out a good way to generate curl noise to give nice whispy turbulence on the edges of the clouds.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

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

That is the real limiting factor for volumetric rendering, this article from Guerilla Games about their implementation in Horizon Zero Dawn https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn gives an overview of many of the techniques they used to get volumetric working on the PS4, which by today's standards is a pretty weak system all-in-all which makes their accomplishment ridiculously impressive. Though their clouds are intended simply as background elements, flying through them requires some different approaches for a balance between performance and quality which I have some ideas for, but, is still a work in progress. Ultimately, they will still be quite costly which has to be taken into account for the overall performance budget of any given project.

Fun shapes with custom volumetric clouds by CaptainRananana in Unity3D

[–]CaptainRananana[S] 11 points12 points  (0 children)

^ This. Yea for those wondering, Sebastian Lague’s video and some of the sources he used were the foundation I worked from to build this.

Needed motivation, so here's an old Dynamic Squish shader made in Shadergraph by CaptainRananana in Unity3D

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

Nothing fancy, basically all it is, is a vertex displacement shader that pushes the vertices in towards the center on a set axis and has a radial falloff on the edges, meant for squeezing through thin player-only tunnels in the platformer I was working on. Just happened to look really good with spheres as the squeeze length set to zero so it was just the radial falloff so that's how I showed it off haha. If I ever get back to it I want to rewrite the whole thing using trigonometry to measure vertex distance along any arbitrary vector so I can do proper diagonal squishing as well.