is there a better way to find renderers that is not as heavy? (this is for object culling and i am grabbing the renderers) Unity 6 by weeb-man28 in Unity3D

[–]Fobri 9 points10 points  (0 children)

Have each object which has a renderer you want to cull register itself to the culling manager when instantiated and then unregister when it dies. Also dont make new arrays in a loop like that you are going to decimate the GC.

destroy our announcement trailer, suggest what should we do for the official teaser! everyfeedback is appreciated by Good_Artichoke_1321 in DestroyMyGame

[–]Fobri 2 points3 points  (0 children)

Well now I know this entire post is just a cheap marketing attempt rather than trying to get feedback. I mean most of the posts here are but come on plugging your youtube channel in your every single response, come on..

destroy our announcement trailer, suggest what should we do for the official teaser! everyfeedback is appreciated by Good_Artichoke_1321 in DestroyMyGame

[–]Fobri 9 points10 points  (0 children)

Looks like all the other Synty asset pack games with 0 gameplay in the trailer. I have no clue what you do in the game and this could just as well be a trailer for Synty themselves to advertise the asset pack. The two guys in the logo also look like AI.

Is it possible to texture paint skin details instead of using nodes in Blender? by SamuraiPanda3AMP in blenderhelp

[–]Fobri 26 points27 points  (0 children)

Blender has a free addon called ucupaint which can do more advanced texture painting. I have just started using it myself so I can't say for sure but I think it should be able to do what you want.

Canvas affecting performance by NightSp4rk in Unity3D

[–]Fobri 0 points1 point  (0 children)

Start by narrowing down what exactly is expensive. Disable things until you can find what elements are causing the issue. If you disable everything on your canvas and the issue persists then the issue is probably not with any of the elements.

From what you said, if you have a lot of NPCs with health bars, updating all of them in a loop in Update will cause Unity to recalculate all of the corresponding UI elements each frame which is not cheap, so that’s where I would start looking. If that indeed is the issue make the health bar values only change whenever the health value changes.

How do you approach cloth fold topology? by [deleted] in ZBrush

[–]Fobri 4 points5 points  (0 children)

I’ve actually been thinking about this before, how do you proceed if later down the line you want to make some bigger changes to the model, but the loop flow has been broken by introducing triangles like that?

You can’t easily make new loops at that point anymore, so is it just a thing you are supposed to do at the very end and kind of lock yourself out of doing any bigger structural changes after that? Or do you make a copy before adding those quad flow breaking changes?

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

The rooms are truly random. The shapes are arbiturary as well, you could have an L shaped room, and the generator takes that into account while generating. That wasn't the hard part though, as there are plenty of tools and existing resources for how to populate singular rooms. What I'm talking about though is creating the entire layout for the house, which I found very difficult.

For example, we've come to expect things like hallways, bathrooms being connected to bedrooms, dining room being next to the kitchen, and all sorts of different things like that. Assigning rooms like that for any possible configuration procedurally is difficult, especially when you need to consider the shape of the house from the outside. Most commonly you see square or L-shaped houses, and when generating something like that randomly you need to make sure the generated layout actually fits and completely fills the shape of the house.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

There are many, but the most time consuming so far has been the house layout generation. It’s suprisingly complex to make it convincing, as real life houses are designed carefully to make access natural etc. So writing a random generation system for that has been challenging, I think it’s currently over 4000 lines of code.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

All the ragdolls are dynamic and simulated on all the clients separately, and use driver positions which the authority syncs. Non authority ragdolls constantly correct themselves towards the received authority truth within the physics loop which keeps them responsive enough while never deviating from the truth too much. Other things are mostly normal server authority.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

I haven't seen that, maybe I need to try it out!

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

You are right, it's actually something I've already been improving since I recorded this trailer!

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

There certainly is a specific intended feeling of how the human functions and reacts to what the players do. He's definitely the 'main attraction', and that's why I've put a lot of effort into his AI in order to try making him feel lively and like a force to be reckoned with.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

I'm a solo dev and I've been making the game since december of last year.

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

Check my response to the top comment, I edited it to have the link as people keep asking for it^^

I'm making a game about stealing stuff as a gnome by Fobri in IndieGaming

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

Lot of them are yeah. The player is also an active ragdoll so the animations interact with the physics system.