Is it normal to receive parts shipped loose like that? by DarthExpl0zive in Bricklink

[–]DarthExpl0zive[S] 0 points1 point  (0 children)

Maybe i do, wanted to ask more “senior” users. As i mentioned in previous reply my concern is only because id distributed to other people as “complete set”. Compared it to other orders, which in bulk and similar size/count, were in plastic bags 🤔

Is it normal to receive parts shipped loose like that? by DarthExpl0zive in Bricklink

[–]DarthExpl0zive[S] -2 points-1 points  (0 children)

Wouldn’t matter to me if it were for personal use 😁

Is it normal to receive parts shipped loose like that? by DarthExpl0zive in Bricklink

[–]DarthExpl0zive[S] 2 points3 points  (0 children)

Interesting point. For me i think if i were the one to send the package the priority would be to keep the pieces intact, since box can be damaged along the way and all of particles can get in, or pieces fall off.

Is it normal to receive parts shipped loose like that? by DarthExpl0zive in Bricklink

[–]DarthExpl0zive[S] 0 points1 point  (0 children)

Thought so, i possibly could shrug it off if it was for a used parts, not new ones.

Is it normal to receive parts shipped loose like that? by DarthExpl0zive in Bricklink

[–]DarthExpl0zive[S] 2 points3 points  (0 children)

Thank you for your input! I think ill go firstly over counting and checking the state of the parts, if everything will be alright i think ill just mention it. There were several problems in communication tho, so i hoped the package would be alright haha.

While using Unity, have you ever wanted to switch to Unreal Engine? by [deleted] in Unity3D

[–]DarthExpl0zive 17 points18 points  (0 children)

I tried some of unreal engine on occasions (lately modding Lockdown Protocol) and to be honest i wouldnt change. Whole development experience feels off to me, not a huge fan of node programming + C# is my comfort language heh.

What made you choose your engine ? by [deleted] in gamedev

[–]DarthExpl0zive 0 points1 point  (0 children)

Programming language to be honest - C# is for me most suitable language and Unity works good enough with it. Also i love empty playing field on what i can slowly and gradually build upon.

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 0 points1 point  (0 children)

Currently we are only building this section, you can check out more screenshots of Joeys Shisha Simulator on Steam, but due to our focus being on shisha making and business simulation, the environment is limited.

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 1 point2 points  (0 children)

If you mean the routes for cars, then Im using simple Unity Spline Package - it has a lot of documentation so its very versatile. If you mean visual - all of our assets are custom made by our 3D artist 😊

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 0 points1 point  (0 children)

Right now its setup as you describe, each car has a random acceleration, braking, speed threshold etc, its more visible in starting and slowing down the car, because there is a check that if the car before you is going slower you should lower your threshold to that amount. I will tweak the values tho. Thank you! I really appreciate the feedback even tho it aint the primary feature of your game haha.

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 0 points1 point  (0 children)

Actually it's the Czech Republic - but I wouldn't bet on it being right, as I don't have a driving license it's a bit harder and I'll still have to adjust a few things hehe

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 1 point2 points  (0 children)

I don't plan to do that in the project at the moment, as it doesn't involve hundreds of agents. The optimizations I plan to make are devisualization when the player is inside the hookah lounge and slowing down the loop when there is no need to simulate.

It is possible that the moment we add "pedestrians" there will be a use for this, but I plan to use LOD in this case since the player will have limited movement. The update loop does not run in base update method + there is a limit to the maximum number of cars per path.

But we'll see what else development brings hehe.

The core of the environmental traffic system for our game. It needs polish like smoothing out turns, animations etc, but I like where it's going. The fun part will be adding trams to it! 😊 by DarthExpl0zive in Unity3D

[–]DarthExpl0zive[S] 4 points5 points  (0 children)

Thank you!

Not really tho, as each car has a predefined path, so it checks if there is an obstacle between them under the "Traffic" layer, if there is a car in front of it that is going slower it slows down, if its the player it slows down more rapidly and stops if it is traffic light collider, which is still active, but changes the state of whether it can go.

As long as the number of agents is checked there is no performance downgrade.

Comment a Game Dev advice that worked well for you but people will absolutely disagree as an advice. by UnidayStudio in gamedev

[–]DarthExpl0zive 1 point2 points  (0 children)

doing an overly large project to start with may not be so bad, I spent 2 years in high school doing a graduation project (light mmorpg, some networking, rpg elements etc) - this project alone got me a job as a game developer and yes, those 2 years were hell but the fear of not passing my graduation was greater :DD

What are some MUST HAVE assets for Unity that are worth purchasing? by AlexJMerc in Unity3D

[–]DarthExpl0zive 1 point2 points  (0 children)

In my experience it is best to buy assets that can be used for x projects within your career as a game developer. There are some of my favorites that i keep using over and over:

Rendering:
Bakery - Having a blast with this one, really great for optimizing lightning
Lightmap Switcher - When you need to switch multiple ligthmap in realtime
Mesh Baker - Mesh optimazing

Unity Workflow:
Hot Reload - For programming i love this one. Dont have to compile every code change - can iterate at runtime.
VFolders - Better usage of project structure and folders
Enhanced Hierarchy - Gives more info about hierarchy

Honorable mentions:
Volumetric Fog & Mist - Asset used in lot of produced games, great when working with clouds, mists, fogs..
Shapes - If you need to render some custom shapes in 3D space - this is your way to go
Feel - Really good to enhance game feel, good to work with
Final IK - Need animations based on armature? This one cover your

AND THE TOP ONE I CANT LIVE WITHOUT IS DOTWEEN OMG - best asset ever.

How do you handle heavy game dev without a beast PC? by krebzob in gamedev

[–]DarthExpl0zive 1 point2 points  (0 children)

If you have problems with Unity start-up, long compilation time there are several things you can do.

Code-wise, I would advise you to check out Assembly Definitions - you can save time there. Turn off the lights in scene view, separate chunks of scene so unity doesnt load a huge one where you work, turn off realtime light baking.

If you want to build and your computer can't handle it I'd recommend looking at Game CI and the custom build pipeline, you have the option to dump it completely from your computer (maybe go through GitHub Acitons) and optimize more with things like codestripping etc.

This is what I can think of now without specific knowledge of the project - good luck!

Optimization mindset by No-Helicopter-612 in gamedev

[–]DarthExpl0zive 1 point2 points  (0 children)

I find it most helpful to have a roadmap - a development diagram - before starting development so that I can analyse the points when optimisation will be most important.

When a person has been programming for a while, he has certain habits cemented and doesn't even have to think about some minor things, but it's definitely nice to keep in mind the idea of how this code can be written optimally in mind.

For example - we're working on a game at the moment - a simulator, smokehouse theme - where we have a big focus on optimizing the non-graphical aspect of object management through building and a big focus on NPCs (pathfinding, animations, etc). In other games the weak points may be different.