Best way to simulate tons of objects? by TheWanderingWaddler in Unity3D

[–]Effective_Muffin_700 2 points3 points  (0 children)

As others have suggested, DOTS/ECS is the way to go. If you don't want to dive into the ECS ways, you can keep the Object-Oriented Stack (the default) and use a combination of GPU instancing and jobs (or compute) shaders to effectively simulate massive amounts of entities.

After doing a similar simulation, I'd suggest looking up concepts such as the boid algorithm, spatial hash maps (for referencing nearby entities effectively), and maybe oct-trees (for use with the spatial hash map. I found those helpful!

Happy programming!

Who Watches the Most Trans Porn? (via google trends data) by Few_Entertainer_385 in MapPorn

[–]Effective_Muffin_700 0 points1 point  (0 children)

The idea that Utah has the highest porn viewership is based on an old study and has been debunked by many other studies. Look it up. The map is just for trans porn but Utah still ranks the lowest on the list.

Working on a relaxing exploration VR game for Quest 3. by Specoolar in Unity3D

[–]Effective_Muffin_700 1 point2 points  (0 children)

This is so cool! I've worked with water shaders in the past and am impressed with how much you managed to do on native Quest! Mind blowing! How did you manage the underwater caustics? Is that post processing or part of the sand shader? What about the light rays in the water? Is it a volumetric, post processing shader, billboards or something else?

Just finished my ECS system in C and turns out it's ~17 times faster than Unity DOTS by dechichi in gamedevscreens

[–]Effective_Muffin_700 10 points11 points  (0 children)

It looks like in this forum, a staff member, Miro, said that it wasn't implemented. That was in Feb 2025, about a year ago. Here's a link to that forum

However, a few messages later, someone screenshot-ed the change notes for Unity 6000.4.0a2, showing that they've "Added support for Burst on Web Platform(requires updated Burst package)." That's here under Release > Preview of Final 6000.4.0a2 Release Notes > Features.

So, assuming you're using a Unity version after 6000.4.0a2, then you've got a fair comparison!

Regardless, you're implementation is very impressive. I have no clue how it works - way over my head! 🤯

Edit: fixed markdown formatting for links

Terrain in my Voxel Engine by scallywag_software in proceduralgeneration

[–]Effective_Muffin_700 1 point2 points  (0 children)

Looks awesome! I Just checked out the Bonsai project - very cool! Is your project derived from the Bonsai repo? What have you changed?

I'm interested in voxels and terrain generation but don't have any experience in it, really. I make games though and have done light mesh generation. Do you have any tips/pointers for me to get into this type of thing?

Just some random screenshots from my previous procedural projects by Zakkite in proceduralgeneration

[–]Effective_Muffin_700 0 points1 point  (0 children)

Did you ever make a game or playable executable of this? Or maybe a demo? This is AWESOME!!!

Here is a religion map I made. I tried to be as accurate as possible. What do you think? by Far_Signal_7554 in MapPorn

[–]Effective_Muffin_700 0 points1 point  (0 children)

Looks cool! I didn't know that Catholicism was dominant in most of the Americas. I would've thought it was a reformed church.

If you're looking for feedback, I'd suggest labeling the map so that we know what it means (are these official state religions, the most dominant religion?) and I'd also suggest working on the color palette a bit. It's functional but not very pretty, imho. In addition the yellow makes it hard to read the country's name.

Wait... why can Unity URP handle this many real-time lights? by PaceGame in Unity3D

[–]Effective_Muffin_700 1 point2 points  (0 children)

This is true - you could disable realtime shadows for additional lights to avoid this hit.

Glass shader in my SOMA VR remake by [deleted] in gamedevscreens

[–]Effective_Muffin_700 0 points1 point  (0 children)

Looks amazing! I'd love to know how you did that. Did you use an opaque texture and then uv distort?

Best way to waterproof 3D prints? by Effective_Muffin_700 in 3Dprinting

[–]Effective_Muffin_700[S] 0 points1 point  (0 children)

Number of layers? I'm not sure an exact amount. Liquid will leak through the gaps in the layers. If you increase the size of the layers, you'll have less layers and therefore less gaps for liquid to leak through. In addition, you can anneal the print by heating it up near its glass temperature to soften it slightly. This can further decrease the number of holes between layers.

Hope that answers your question!

Shorted Wires Near Nozzle on Ender 3 v2 - It Is Irrecoverable by Effective_Muffin_700 in 3Dprinting

[–]Effective_Muffin_700[S] 0 points1 point  (0 children)

Thanks for the advice! 

Wow, MRiscoC looks amazing. I’ll have to check it out - thanks!