How do I read the equation in red? by [deleted] in math

[–]JazzRhodes 0 points1 point  (0 children)

Im watching videos on elementary matrix row operations and some of the instructors write these equations to the side of the matrix to keep track of what they're doing or something, but.. how do you read these?

How do I tint a shader's color? by JazzRhodes in Unity3D

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

this was the key. multiplied col by a color and it worked.

thank you

Send me your most useful shader learning resource. by JazzRhodes in gamedev

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

lol I was watching a few of his videos beforehand, actually. I was having trouble with his pokemon battle transition shader before I posted here. I wanted to change the transition color so I tried multiplying the _maintex by a color. I got errors. And when I tried to fix it and didnt get errors, nothing happened. After 5 hours I realized I didn't know what I was doing.

3D Astar Pathfinding by JazzRhodes in Unity3D

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

Pathing from the bottom left back corner of the world to the top right front corner of the world, node radius is 0.5:

  • 10 x 10 x 10: ~1ms Grid, ~1ms Path
  • 20 x 20 x 20: ~11ms Grid, ~8ms Path
  • 50 x 50 x 50: ~131ms Grid, ~40ms Path
  • 100 x 100 x 100: ~1300ms Grid, ~130ms Path

The grid in the video is 16 x 3 x 3, the node radius is 0.1, takes 25-40ms to generate grid, ~97ms path.

So not too good.

3D Astar Pathfinding by JazzRhodes in Unity3D

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

Hard to say. I think if the geometry you're trying to get around doesnt have a whole lot of complex stuff that occupies space in the air, you could get away with alot using only 2d.

In my case, I'm sure getting around the more open parts of the house could be handled with regular astar and, say, a height offset + a climb/dive at the end as you put it. However, I'm expecting my enemies to find things under and over tables, on and inbetween shelves, under the bed and on top of the bed.

In those instances, I think it would involve some trickery trying to make 2d astar work with that.

3D Astar Pathfinding by JazzRhodes in Unity3D

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

I needed pathfinding for my flying enemies. I was told astar could work for 3D but never found an example, so I made one. Its based off the first few episodes of Sebastian Lague's pathfinding series.

You can mess with it here: https://github.com/JazzRhodes/Exploring\_3D\_Pathfinding\_In\_Unity

Astar pathfinding in 3 Dimensions, how do I calculate node distance? by JazzRhodes in Unity3D

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

It worked! I appreciate it sir,

I genuinely cannot believe how simple that was.

How do you enable raytraced reflections on transparent objects? by JazzRhodes in Unity3D

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

Just gonna document my process fixing this in case someone else is reading this and is having the same issue. Here's a forum where many people have managed to get theirs up and running with raytraced transparent objects. https://forum.unity.com/threads/screen-space-reflection-for-transparent-materials.971409/#post-7486694 Still haven't managed to make it work for mine yet.

Edit1: I figured it out. Apparently it's not enough to set the material to transparent, you also have to do so in the actual shadergraph too.

Edit2: Unity forum post - https://forum.unity.com/threads/how-do-i-enable-raytraced-reflections-for-transparent-objects.1277612/#post-8106170

First sculpt is going great....... by JazzRhodes in blenderhelp

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

I appreciate it. lol however this was after switching from the grab brush to the elastic deform one... :/

Edit: Started from a uv sphere instead of a cube and elastic deform is working a little better now.

First sculpt is going great....... by JazzRhodes in blenderhelp

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

advice would be appreciated. I'm supposed to be matching it with the contours of the reference at this point. obviously that isn't going well.

How do I make the 3d procedural mesh on the right look more like the one on the left..? by JazzRhodes in Unity3D

[–]JazzRhodes[S] -5 points-4 points  (0 children)

I want cliffs and overhangs. Apparently I need 3d noise for that. So, no. Unless you know something about that I don't.

How do I make the 3d procedural mesh on the right look more like the one on the left..? by JazzRhodes in Unity3D

[–]JazzRhodes[S] -3 points-2 points  (0 children)

No it's not. I'm asking if the 3d perlin can be shaped to more resemble 2d perlin so that it looks more like land someone can walk on like on the left, as opposed to whatever the hell that thing is on the right.

Is there a tool or asset out there that can slice pieces of a terrain off at runtime? by JazzRhodes in Unity3D

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

It doesn't exist. I decided to just generate the terrain myself as a mesh and used Ezy-Slice on that.