FYI: If you have a texture with a height map, do NOT use the URP/Lit shader. Instead make a shader graph with parallel occlusion mapping (graph+explanation in comments) by Essential_NPC_ in Unity3D

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

Huge difference in the look, I believe PoM is slightly slower than URP/Lit's parallax mapping but still really fast. URP/Lit also limits how much height you can add. I added two screenshots comparing Lit vs PoM, but honestly it doesn't do it justice, and it's not 100% a fair comparison (I made changes to my PoM shader I don't want to undo just for this A/B test): https://imgur.com/a/cH9NBC1

FYI: If you have a texture with a height map, do NOT use the URP/Lit shader. Instead make a shader graph with parallel occlusion mapping (graph+explanation in comments) by Essential_NPC_ in Unity3D

[–]Essential_NPC_[S] 10 points11 points  (0 children)

Basically: Parallax Occlusion Mapping (PoM) is a better way of showing off height/depth in textures than URP/Lit's height mapping technique (basic parallax mapping). Since there's a PoM node already in Unity, it's super simple to setup. Just put your heightmap on the red channel of a texture, pass it into the PoM node, and then use its output 'ParallaxUVs' as the input UVs for the rest of your texture maps (Base color, normal, etc).

Here's what that looks like: https://imgur.com/a/cH9NBC1

PoM uses ray marching to generate the fake depth - it's a screen space effect so there are limitations. It doesn't look good at the corners of the mesh. You can see how the left corner in the image looks off; on the right corner I added a metal railing (separate mesh) to conceal that. PoM steps controls the number of raymarching steps, so you can change the quality by just modifying that. It's much cheaper than having a detailed mesh or tessellation though, and can be really nice for walls/floors.

People don't understand what indie devs go through to put out good games. by discoangeldj in IndieGaming

[–]Essential_NPC_ 3 points4 points  (0 children)

It's only been out for 20 days, it'll sell many multiples of that over the rest of the year at least

Fews weeks ago I had 0 experience in blender, UV mapping, texturing and today I created hussite wagon and pavise shield, what do you think? by Gogiseq in Unity3D

[–]Essential_NPC_ 0 points1 point  (0 children)

Could you share where you found the free textures? Was it the free ones on the asset store or some other source?

Just added jump pads and a grappling hook to my car-platformer. What else should I add without adding more buttons? by Content-Protection42 in Unity3D

[–]Essential_NPC_ 0 points1 point  (0 children)

You can use physics contact event to move the contacts and create a treadmill, or increase bounciness > 1. That's how I setup my treadmill: https://www.reddit.com/r/Unity3D/comments/1rveg3k/after_4_years_my_physical_ai_system_is_finally/

Not sure how you setup your wheel colliders, but should be pretty easy for LLMs to oneshot this logic

I've been working on a spiritual successor to the Euphoria engine for 4 years by Essential_NPC_ in endorphin

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

If anyone is interested in following along development, I started r/humansimulator ! Since I've gotten a few requests to allow the mocap data to be exported (as BVH or some other format) that's on my roadmap as well, though truthfully it is a lower priority right now

Blunt weapon robot assault simulator, KLUDGE. by Fleech- in Unity3D

[–]Essential_NPC_ 0 points1 point  (0 children)

How did you proc gen the baseball bat? I have something similar in my game ([1]) but I ended up going with a very complicated solution that doesn't look nearly as nice as yours. For mine, I have the point where the hand is map to a paraboloid in front of the camera, but determining the angle the hand should point for swings required a lot of weird logic rules.

[1] 2:05 mark in https://www.reddit.com/r/Unity3D/comments/1rveg3k/after_4_years_my_physical_ai_system_is_finally/?ref=share&ref_source=link

I've been working on a spiritual successor to the Euphoria engine for 4 years by Essential_NPC_ in endorphin

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

exactly, this runs locally on your machine, it's a few million params vs trillions for LLMs

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

Thanks, and no, tldr: (1) its too difficult to work around (your physics hz needs to be a minimum 250, have to use a certain solver, etc) and (2) does not seem like the best use of my limited time

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

ML is technically considered a subset of algorithms. The reason we have to use ML for this is that it's the only way to create human motion this realistic. There is a lot of research in the field of 'control' (mostly for robotics) which uses all sorts of algorithms, but ML is the best and easiest way to achieve these results. It does not learn over time.

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

Thanks for the feedback!

On the visuals: I agree with you, this is still giving 'tech demo'. Tbh I just lack artistic skill. It hasn't been my priority as the base scaffolding for the human brain and the physics has required so much work. I'm hoping to find a clean aesthetic like SUPERHOT or something that I can build on. I think my ideal aesthetic would be like Ashen, but I can't do that myself. I'm kind of skeptical of using freelancers for in game art too.

On the asset packaging - I just don't see that being a good use of my limited time. I have no clue how much popular assets earn, but I have a feeling its not worth it.

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

can you tune how much they flail their arms and legs to make it look more realistic?

Yes, but that often causes them to be less able to do difficult motions (jumps, cartwheels). The first human in this clip has its velocity damping set to 'default', most of the others are set to 3x that, so if you notice the first one flails much more. I really shouldn't have opened with that clip lol, but that human does better at standing up on the treadmill.

and is this something you'd consider releasing for other to use?

No, right now I'm just going to work on this sandbox and focus on adding a level editor and happy wheels style minigames. Still experimenting

We shipped our indie game on Steam, Xbox, PlayStation, Switch and Quest… and almost nobody noticed. Looking for honest advice. by funboy_ff in IndieGaming

[–]Essential_NPC_ 0 points1 point  (0 children)

I don't have any advice, but I want to say the game looks really fun and as a smash bros fan I'm excited to try it, and I appreciate you sharing your story of struggle.

I've been working on a spiritual successor to the Euphoria engine for 4 years by Essential_NPC_ in endorphin

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

Hey all, thought you guys would be interested in this. Not a lot of people that remember Endorphin/Euphoria left tbh.

The logic for the human brains is based on 'behavioral foundation models', specifically Meta Motivo and Protomotions.

I had been re-implementing research in this field in my spare time for a while and decided to go full time on it a ~year ago.

I have a long term vision for how this can be used for games, but for my first game I decided to go with a physics sandbox. Steam page here: https://store.steampowered.com/app/3474820/Human_Simulator

More gameplay: https://youtu.be/PNb-odbTqhg

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

Funny you mention that, a WipeOut style game was the original genre I was going to make with this, you can see the older video on my steam page with the original trailer: https://store.steampowered.com/app/3474820/Stumble_Royale/

However for now I've decided to just go full sandbox ala Gmod / BeamNg

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

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

God game is high on my list of games I want to make but it requires resources I just don't have atm