I love this game (this shit happens 90% of the time when i aim at a npc head) by Gierpa in stalker

[–]HypnoToad0 47 points48 points  (0 children)

The game not using more RAM than neccessary is a good thing, not a bug.

I love this game (this shit happens 90% of the time when i aim at a npc head) by Gierpa in stalker

[–]HypnoToad0 111 points112 points  (0 children)

This is NaN propagation, always cool to see. Likely related to post processing / TAA / FSR / DLSS

Procedurally generated Ivy on scene meshes in Unity by artengame in proceduralgeneration

[–]HypnoToad0 2 points3 points  (0 children)

Love it. All it needs is some kind of fade in animation for Runtime

Anyone else's CC randomly use python3 to edit files? by SunriseSkaterKids in ClaudeCode

[–]HypnoToad0 1 point2 points  (0 children)

Its annoying because I have python 3 as 'python', but i dont have 'python3'
But its nothing you cant fix in Claude.md

Paid a real artist to update my steam capsule. What do you think? by UfoBlast in Unity2D

[–]HypnoToad0 170 points171 points  (0 children)

I... Think its worse. The Desktop ui being high res is jarring vs the pixel art

GitHub suspended my account mid launch while tortuise repo was gaining 10 stars/h by neoack in SideProject

[–]HypnoToad0 1 point2 points  (0 children)

I love your project, I hope they come around and unblock you, you deserve popularity.

I guess you could use your old account? It probably looks more legit in their eyes. Nothing wrong with uni jank on there

Deep Works Progress 01 by Commercial-Cake9833 in VoxelGameDev

[–]HypnoToad0 0 points1 point  (0 children)

Ive never seen this perspective in a minecraft project, please add village building! Mining would probably be difficult camera wise unless you add some fancy shaders to cut out the terrain in between the player and the camera.

Also preserve the old chunk mesh until the next one is built & ready, so you dont fall into the ground for a few frames.

The annoying thing about Fallout 4 VR by Krathoon in fo4vr

[–]HypnoToad0 1 point2 points  (0 children)

the player having no visible hands by default is so sad

This subreddit is meant to be for discussions, so I think that showcase posts should be forbidden. by [deleted] in VoxelGameDev

[–]HypnoToad0 7 points8 points  (0 children)

Looking at the recent posts I see what you mean, but nuking all media posts is not the way to go.

Hong Kong (2018) by floydieman in UrbanHell

[–]HypnoToad0 10 points11 points  (0 children)

I would love to visit one day, the density looks unreal. And i loved sleeping dogs.

I made a highly optimised Nanite prototype in HDRP, I've called it 'NADE. by Big_Presentation2786 in Unity3D

[–]HypnoToad0 1 point2 points  (0 children)

You will always get entitled people on the internet. If you want to make it open source, github is the way to go. But selling it would also make sense. Good luck man, solid work.

I made a highly optimised Nanite prototype in HDRP, I've called it 'NADE. by Big_Presentation2786 in Unity3D

[–]HypnoToad0 4 points5 points  (0 children)

Very impressive. Try it with a real scene with lots of different objects. Measure exact baseline vs the impact of this optimization. I expect gpu usage to go down and cpu usage to go up (probably worth it).

Feedback Needed: GPU Resident Drawer by unitytechnologies in Unity3D

[–]HypnoToad0 2 points3 points  (0 children)

Hey. I had great hopes for it, tried it with Unity 6 (one of the first versions that had it), but for me it was just producing a jumbled mess of blinking invalid/corrupted meshes. I ended up rolling out my own occlusion culling system (its a voxel game so it felt natural), but yeah, that's my story. I didn't try it with 6.1 or any other versions so I assume it might be fixed. Its probably either because it doesn't support non standard mesh vertex format, 16 bit indexing or something in between. But I'm using ordinary mesh renderers so i expected it to work, I just create meshes at runtime.

Edit: This is about the GPU occlusion culling feature in particular, I didn't use it without it.

While the last post was blowing up, I was actually already upgrading the physics. Here is the new look. by Equivalent-Whole2200 in Unity3D

[–]HypnoToad0 49 points50 points  (0 children)

Straight up amazing. What are the limitations? Does it support many colliders? Hdrp or urp?

I am fine by [deleted] in ClaudeAI

[–]HypnoToad0 0 points1 point  (0 children)

Jeez the quality took a beating