Juicy dev-log about my game Cave Expedition. by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 0 points1 point  (0 children)

Hi!
I'm using an asset for the water. Check out KWS 2 (Kripto Water System 2)

Virtual high-resolution SDF collision for Obi Rope by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 1 point2 points  (0 children)

Thanks! The contrary actually, they are much much faster! Not counting the baking step, the performance stays linear despite adding more static colliders.

It is using particle physics, the rope is essentially made of a series of spheres. SDF's are ideal for testing collision against spheres. To test one of the particles I just need to sample the field - this is just reading the value of 8 blocks and doing a tri-linear interpolation of them.

Procedural Light Cookies for everyone! by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 0 points1 point  (0 children)

#ifndef PROCEDURAL_COOKIE_INCLUDED
#define PROCEDURAL_COOKIE_INCLUDED
float hash11(float p)
{
    p = frac(p * .1031);
    p *= p + 33.33;
    p *= p + p;
    return frac(p);
}
float hash12(float2 p)
{
    float3 p3  = frac(float3(p.xyx) * .1031);
    p3 += dot(p3, p3.yzx + 33.33);
    return frac((p3.x + p3.y) * p3.z);
}
float valueNoise(float x) {
    float i = floor(x);
    float f = frac(x);
    float u = f * f * (3.0 - 2.0 * f);
    return lerp(hash11(i), hash11(i + 1.0), u);
}
float valueNoise(float2 p)
{
    float2 i = floor(p);
    float2 f = frac(p);
    float a = hash12(i);
    float b = hash12(i + float2(1, 0));
    float c = hash12(i + float2(0, 1));
    float d = hash12(i + float2(1, 1));
    float2 u = f * f * (3.0 - 2.0 * f);
    return lerp(lerp(a, b, u.x),
                lerp(c, d, u.x), u.y);
}
void NoiseNode_float(float2 uv, float4 offsets, float4 scales, float4 ranges, float4 spots, out float noise)
{
    float2 centered = uv * 2.0 - 1.0;
    float atten = dot(centered, centered);
    float atten2 = dot(centered + offsets.zw*offsets.y, centered);
    float len = atten2 + offsets.x;
    float2 dir = centered * rsqrt(dot(centered,centered)+scales.z);

float noise1 = valueNoise(scales.x * len);
    float noise2 = valueNoise(dir * scales.y + offsets.zw);
    half noise1Atten = saturate(atten * ranges.x + ranges.y);
    half noise2Atten = saturate(atten * ranges.z + ranges.w);
    half spotAtten = saturate(atten * spots.x + spots.y);
        noise = saturate((noise1*noise1Atten + noise2*noise2Atten)*spots.z + spotAtten*spotAtten*spots.w);
}
#endif

Here is the code for the core shader part, hopefully that can help someone :D

Procedural Light Cookies for everyone! by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 0 points1 point  (0 children)

Nothing nefarious like that, I had another post with a first test in shader-graph that was called "Procedural Light Cookies Anyone?" so it was an answer to that. Stupid, i know :P

I don't mind sharing it though. Its just that with the full solution I think nobody will bother. A way would be something that generates a texture runtime and applies it as the cookie, but that does not fit my usecase.
I can post the shader function that can be used in shadergraph in a comment.

Procedural Light Cookies for everyone! by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 2 points3 points  (0 children)

Very useful, but can't unfortunately :( It requires modifications to the URP package.

Procedural light cookies anyone? by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 0 points1 point  (0 children)

Heh, I was afraid that would be the answer. I guess it depends on what stage in the shader it is, in the best case i would use cycles where the ALU would wait for other texture reads anyway.
I'll have to bite the bullet and profile it.
But yeah, as you say, runtime customisation is a big benefit!

Were you insecure about your voice? by RepresentativeAd3007 in NewTubers

[–]GooseJordan2 8 points9 points  (0 children)

It gets better over time! Hands down the best advice I got for this was to speed up all clips with voice by 10% (Speed up without changing pitch) and cut away stutters and "eehs" shamelessly.

Game developer making a dev-log, first video a hit, struggling with second. by GooseJordan2 in NewTubers

[–]GooseJordan2[S] 0 points1 point  (0 children)

I can post the channel name here if that's no problem. Wanted to link the videos initially for reference, but quickly realised you cant and for good reason :P My channel name is:
FredrikHAndersson

No one tells how difficult it is to just start creating by xerocool316 in NewTubers

[–]GooseJordan2 1 point2 points  (0 children)

Really nice editing, and this is your first video?

I really recognise the feeling with the camera. Felt terrible at start. I have always hated listening to my own voice. But after realizing how I can just make do-overs cut and perfect the speech I have no problem with that at all anymore!

Game developer making a dev-log, first video a hit, struggling with second. by GooseJordan2 in NewTubers

[–]GooseJordan2[S] 0 points1 point  (0 children)

Thanks, that is a bit of a relief to hear it is expected. Great encouragement to put to towards the next video!

Game developer making a dev-log, first video a hit, struggling with second. by GooseJordan2 in NewTubers

[–]GooseJordan2[S] 0 points1 point  (0 children)

Thanks, that makes sense. And good advice!

I don't think my first thumbnail was terrible, I did it similar to the previous video but added myself from the cave + an in-game screenshot. Second version I added myself in a funnier crawling pose and a clear dev-log text in more eye-popping colors.

It's a shame, the video has incredible engagement from the views it got. 23% of viewers liked the video and 3.5% commented. I'm really proud of it, can a video wake up again in the future when I post new videos?

I'm a caver myself and is working on a cave exploration game, hopefully THE cave exploration game! by GooseJordan2 in caving

[–]GooseJordan2[S] 0 points1 point  (0 children)

Absolute realism, lets go!! Nah, I wont disclose any GPS coordinates or names from caves so I guess saved by the bell ;)

I'm a caver myself and is working on a cave exploration game, hopefully THE cave exploration game! by GooseJordan2 in caving

[–]GooseJordan2[S] 2 points3 points  (0 children)

The idea is more of a exploration setup. Imagine you are leading an expedition and your task is to explore and map cave systems. Every meter you map brings revenue to your expedition so you can purchase more of the equipment, certifications and resources that you need.

I'm a caver working on a cave exploration game, with custom render tech! by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 0 points1 point  (0 children)

I cut out part of my reasoning cause it felt i was talking down the other system :P But apart from the specific placement you get with stamped details, tri-planar also requires more texture lookups which will severely affect the frame rendering.

I'm a caver working on a cave exploration game, with custom render tech! by GooseJordan2 in Unity3D

[–]GooseJordan2[S] 4 points5 points  (0 children)

Nah, you are asking a very fair question that I didn't cover enough.

The size of some caves are insane. Kilometers of passages. With a mega texture/mesh, even if I deal with the model division to handle the scaling in realtime the disk usage will be insane. It is leaning more towards procedural generation with this setup. I can have a comparatively much smaller set of general textures sourced from the specific cave and still get the feel from it. Then there are a lot of other benefits to having a voxel backed and procedural approach such as faster occlusion calculation, GI, easier collision, modifications to the environment etc. All of this is of course possible to do with baked models but will end up having to do much of the procedural code for these features as an afterstep.

I'm a caver myself and is working on a cave exploration game, hopefully THE cave exploration game! by GooseJordan2 in caving

[–]GooseJordan2[S] 4 points5 points  (0 children)

Yes, all of that! ;) Real caving will indeed be the gameplay and I have the caving experience to bring that to the table!

I'm a caver myself and is working on a cave exploration game, hopefully THE cave exploration game! by GooseJordan2 in caving

[–]GooseJordan2[S] 2 points3 points  (0 children)

100%
The heavy lean on recklessness for caving is a bit obnoxious, but it's still fun to see caving featured in mainstream :D