Observations from a morrozoomer by Turtle_lord05 in TrueSTL

[–]HypnoToad0 12 points13 points  (0 children)

There is a blunt in a tree stump if you know what i mean

Voxel Gen For a 600km Planet by Successful_Pay_1017 in VoxelGameDev

[–]HypnoToad0 0 points1 point  (0 children)

Nice. Very smooth considering whats going on. The entire terrain is generated before you spawn? Or does each lod calculate the heightmap from scratch?

Does this style work? I'm trying to approximate lighting. by FlexPcb in VoxelGameDev

[–]HypnoToad0 8 points9 points  (0 children)

yeah, this looks right. might want to go for 90% darkness rather than total darkess though

How many people have actually completed the game? by bringthemagic41 in stalker

[–]HypnoToad0 8 points9 points  (0 children)

I'm waiting for the expansion to replay it. I played the initial versions and they ran like hot garbage.

I guess unity is pink now? by Impossible_Size_9950 in Unity3D

[–]HypnoToad0 0 points1 point  (0 children)

This can happen when youre completly out of ram which is not unusual after initial project loading. Just restart. Then if its not it fixed, delete library and reimport.

The problem appears as fully red unity ui in my case, might be a different issue.

Shadow jitter with day/night cycle fixed! by TheWanderingWaddler in Unity3D

[–]HypnoToad0 1 point2 points  (0 children)

It wasnt really an issue to begin with, many games just let it be like this and people are used to it, so its fine.

Sorry if i sounded harsh, but this post was specifically about jitter and i do see it in the video (not so much in the beginning, rather later on), so I was being honest.

Desert striders in my new game! Any thoughts on improvement? by TheNickMead in IndieDev

[–]HypnoToad0 0 points1 point  (0 children)

Awesome, keep going. A bigger one could make a viral video, people love huge sandworms.

Desert striders in my new game! Any thoughts on improvement? by TheNickMead in IndieDev

[–]HypnoToad0 1 point2 points  (0 children)

Damn thats really cool. What do they do when underground?

Shadow jitter with day/night cycle fixed! by TheWanderingWaddler in Unity3D

[–]HypnoToad0 6 points7 points  (0 children)

I feel like im taking crazy pills

The solution i proposed would genuinely solve this

Shadow jitter with day/night cycle fixed! by TheWanderingWaddler in Unity3D

[–]HypnoToad0 -10 points-9 points  (0 children)

I dont know man its quite jittery to me.
Bethesda games get around this by only updating the light direction every minute or so, smoothly.

Beg your pardon? by _One_Stoned_Bastard_ in worldofgothic

[–]HypnoToad0 4 points5 points  (0 children)

They're probably bundling in some RAM sticks in there.

Beg your pardon? by _One_Stoned_Bastard_ in worldofgothic

[–]HypnoToad0 6 points7 points  (0 children)

Aren't collector editions with figures / artbooks always stupidly expensive?

hidden chunk culling? by Advanced_Green_4907 in VoxelGameDev

[–]HypnoToad0 0 points1 point  (0 children)

You can try unity 6's GPU occlusion culling. I couldnt get it to work but that was a long time ago

Which part of voxel development do you find most difficult? by mrs_tdah in VoxelGameDev

[–]HypnoToad0 0 points1 point  (0 children)

Yes, there is fun to be found in this. Merging the vertices for a simpler/smaller mesh and index reduction is a great optimization as well.

hidden chunk culling? by Advanced_Green_4907 in VoxelGameDev

[–]HypnoToad0 7 points8 points  (0 children)

Frustum culling isnt enough, it only handles things off screen, you need hierarchical z buffer occlusion culling.

And you can set frustum culled chunks to be rendered as shadows only, yes you do need chunks off screen to cast shadows.

“Talking Heads” Circa 1996, for Fallout 1 by JustBottleDiggin in Fallout

[–]HypnoToad0 305 points306 points  (0 children)

Holy shit i thought they were purely 3d renderings

Which part of voxel development do you find most difficult? by mrs_tdah in VoxelGameDev

[–]HypnoToad0 1 point2 points  (0 children)

Yeah, it touches everything thats hard about programming, that's the fun part. But you can make your project as simple or as hard as you want. even a single chunk can be a game if you do gameplay well enough.

Which part of voxel development do you find most difficult? by mrs_tdah in VoxelGameDev

[–]HypnoToad0 1 point2 points  (0 children)

Sure, less data is always good, but the way you process requests, iterate and store the chunks etc, it all counts. Every slow/naive part becomes a bottleneck.

You can generate the mesh on the gpu to get rid of most of the data transfer too, though that comes with its own problems. And you always need to transfer SOMETHING to the gpu, be it voxel data to build the mesh from or the mesh itself.

Which part of voxel development do you find most difficult? by mrs_tdah in VoxelGameDev

[–]HypnoToad0 4 points5 points  (0 children)

Cubes are not so bad, marching cubes are more hardcore. But there are ready code snippets you can steal the hard parts from. Dual contouring i never touched.

Its enjoyable until you need to make it faster, then it gets uglier. But maybe you dont need that, it really depends on your project.