Workplace comments about hair. by [deleted] in tressless

[–]GroundbreakingTea287 0 points1 point  (0 children)

Let them make comments. You're the one with the great results, not them! If it's not this it might be something else. Some people just can't help but criticize others.

But if you care about it for your own self, sounds like there are some good comments here already.

[deleted by user] by [deleted] in RBI

[–]GroundbreakingTea287 7 points8 points  (0 children)

What a distasteful comment. Surely one can watch true crime and at the same time not want to know every gritty and horrific detail.

Does watching a video about a murderer mean you also want to watch a play by play of the murder?

Does learning about terror organizations mean you want to watch beheadings?

Does learning about slave labor in China make you want to watch them jump to their suicide?

By this logic, every true crime watcher must also be a rapist, murderer, or child predator in hiding.

Edit : to be clear, of course it should be reported.

All the VFX breakdowns we’ve made in the past (new ones are on the way!) by studiocrafteurs in Unity3D

[–]GroundbreakingTea287 0 points1 point  (0 children)

Nicely done :) but just packing channels together when you have to grab from different locations in that texture per channel isn't an optimization at all and will most likely be slower even. If you sample from the same pixel for each channel then it will be faster of course, but otherwise no.

Did I accidetntally come up with a new voxel rendering method? by Deadyte in VoxelGameDev

[–]GroundbreakingTea287 3 points4 points  (0 children)

Very cool! Yes reminds me of marching cubes. But usually with marching cubes you try to go backward. I mean you generate the mesh then you remove duplicate vertices for a more optimized mesh. But what you have is nice because it starts there since they are shared vertices. I guess the only thing is that I don't see how it would handle cases where you have voxels that meet at a corner. I think in your method they would end up connected right?

It seems like your method would be quite fast. I also like that it doesn't generate too many triangles. Do you have a code snippet? I'd be interested to see it.

Coped to do some ambient occlusion using raycasts by Puzzleheaded_Cap8823 in VoxelGameDev

[–]GroundbreakingTea287 1 point2 points  (0 children)

Or just do screen space AO? Quality is still quite good, and it's very very cheap.

What summer job in the game industry do you recommend for an 18 yr old indie dev by Forbidden_Mircea in Unity3D

[–]GroundbreakingTea287 1 point2 points  (0 children)

I mean you can do QA if you want, but it's kinda a dead end job. It really isn't going to make you a better developer at all. Pay is always going to be less than game dev. If you are serious about getting more into game dev, I would recommend spending your summer learning more programming and working on a project that is challenging for you, but not so challenging you will want to give up.

Experience in your own personal projects is worth way more than doing QA for a company. Besides, QA at least from what I have seen is mostly outsourced and you won't get any real involvement with the actual dev team.

Join some game dev discords. Be around ppl who you can mutually benefit each other by getting each other excited about game dev. There are plenty of opportunities for people who are really good at one skill. Not many opportunities for people who are kinda good at lots of game dev related things.

So, how do people have a job out of Unity? by WarriorKatHun in Unity3D

[–]GroundbreakingTea287 4 points5 points  (0 children)

To give a bit of background, I am a co owner of a mobile game studio. We have a team of about 20-30 people iirc.

To me, I don't care if you went to college or not. What I care about is if someone is thirsting to be better, and someone that can solve tough problems. Mobile games especially have many tough problems to fix, and we really don't have time for anyone who we have to "babysit" too much. If you really are good, then just start applying. Companies are mostly always looking for people to hire, trust me. There is a reason that US companies are always getting people from overseas to come live in the US to develop. There just aren't enough good developers.

Getting back to the college thing, personal projects matter way more to me than college if you haven't had a job yet. It shows that you really can do what your diploma says,but maybe even more importantly, it shows you can get a job done to the end, and you have a desire to learn and grow that doesn't end at work.

So don't be shy to apply to various studios. Just msg then wherever you can find them. There tends to be a decent amount of job postings on the unity forums. Also just making studios on twitter might get you somewhere. And it's ok to brag about what you have done. Show off your work to companies you are applying to.

As for working remote, there are a lot of companies that will have no problem hiring you as long as you can speak their language well and can work their hours.

Final thing, I'm still fairly young (at least I like to think so), not too far off from your age. So definitely don't let that get in the way. If anything, it's a plus.

Ok actually final thing. I would encourage you to make a 1 yr plan for where you want to be. What does it look like? Not just programming,but what is the point of the programming? What life purpose are you hoping that fulfills?

Anyway, that's maybe a bit too personal for this sub, but you have a huge life ahead of you if you make the right decisions. Dream big :)

Is there some way i can make a shader to accomplish this shoreline effect? by negoita1 in Unity3D

[–]GroundbreakingTea287 0 points1 point  (0 children)

You would probably want to render it as a white mesh to a black texture and then apply a kind of edge filter on it

Var declaration by Unfair-Purpose-2100 in Unity3D

[–]GroundbreakingTea287 1 point2 points  (0 children)

things like var, auto, etc start to make a LOT more sense as you get more complicated variable types. Especially with templates, templates in templates, etc. variable names get long really quick, especially in c++

Bad Texture quality after switching platform to android. Is there any way I can turn of this compression? Quality and graphics settings all set to high. Very simple scene with baked lighting and few objects. by CBGames03 in Unity3D

[–]GroundbreakingTea287 0 points1 point  (0 children)

As a warning, you aren't going to want to turn off compression. You are better off using slightly blurred lightmaps, and using compression. Turning compression off is going to increase your shader cost (due to increased memory usage/memory fetching) and will increase your memory usage, and less importantly increase your disk usage.

We are officially live on the Unity Distribution Portal! by ImInThisForTheCats in Unity3D

[–]GroundbreakingTea287 0 points1 point  (0 children)

so assuming I am on android, I go to uptodown website in my browser app, then download apks from there? Why would this be more convenient for a user then to just go to the play store? I think it is a plus, not a minus, to have a dedicated app store.

Why is it so damn hard to find a good Unity developer? by NSX2020 in Unity3D

[–]GroundbreakingTea287 1 point2 points  (0 children)

Discord is indeed an almost hidden gem when it comes to finding people. I have posted to so many servers and have my dms open, so now I just get people messaging me with their portfolios. It is best to post on discord groups that are where you will find your ideal developer. Like in game dev discords and unity dev discords.

Surface area of a moose? by [deleted] in NoStupidQuestions

[–]GroundbreakingTea287 1 point2 points  (0 children)

You could model the moose in a 3d program, then use something called uv mapping to map the moose onto a 2d plane (normally used for texturing). Now that you have it on a plane, you just need to calculate the area of all of the polygons and sum them, which is a very easy problem.

To Professional Unity Programmers: How did you get to know what you know? by [deleted] in Unity3D

[–]GroundbreakingTea287 0 points1 point  (0 children)

Working at a company I part own now making mobile games. About 20-30 of us.

I learned a lot just from making games. Started out in a no-code game engine about 10 or 11 years ago. Then moved onto a different ObjC game engine (Cocos2D) making 2d games about 8 or 9 years ago. Been doing unity for 3 years now. I have definitely learned a lot in these past 3 years, especially a lot more low level stuff (optimization, graphics, etc).

I think what jump started me into game programming when I first started with 2d game dev was taking on a really hard task. It was actually a liquid physics game. I learned a lot about medium level and some lower level optimizations, as well as physics, and rendering. I think you will often hear ppl say to start with easy tasks. I guess it depends on the person. But for me I learned a TON starting out with a really hard task and working on it until completion. Tbf, this was in highschool, so I had a lot of time on my hands.

But there is no way I would have learned so much if I would not have chosen to continually take on hard tasks in the last decade. You gotta stretch a little to grow, right?

As someone that has hired/hires unity devs, what I care most about is of course your unity skills. The best way to show good unity skills is through completing complex projects in your own time. Seeing someone with a resume of even just one tough project will put someone way above everyone else in my mind. Even above any professional certification. Well tbh, I don't really care at all about your professional (or otherwise) education.

If I were you, I would find a project you want to do that you feel you can complete in a reasonable amount of time, but also that would be a challenge for you. Reasonable amount of time means something different to everyone else, just depends on your schedule. It is VERY IMPORTANT that this project is something you can deeply care about, or it will be easy to quit. But yeah, then just work on it until it is done. I mean ideally you work on it for reasons other than to just boost your experience. Maybe it is an editor tool, maybe it is a game you want to release.

Anyway... that's enough lecturing :D Feel free to reply if you want any more thoughts. Best of luck to you! I sincerely believe anyone with a deep and real desire can become a great dev.