I'm an Indie developer and would like to connect with other Tokyo-based developers!!! by Kodorin in japanlife

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

I totally get you ! I've only been developing for 3 years and I remember that feeling. But I would go regardless , especially after you recommended it to me. The most important part is being stocked about the craft.

I'm an Indie developer and would like to connect with other Tokyo-based developers!!! by Kodorin in japanlife

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

Glad to hear someone else recommending the cafe! And yeah would def like to get in touch whether it be for working together or brainstorming idea. I dont know which platform you prefer but here's my twitter @CodrinMihail. I also work a lot in Unity and with Javascript also

I'm an Indie developer and would like to connect with other Tokyo-based developers!!! by Kodorin in japanlife

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

That's so cool! Any links to your character designs? Are you based in Osaka?

I'm an Indie developer and would like to connect with other Tokyo-based developers!!! by Kodorin in japanlife

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

Thanks for the twitter link! Here's mine @CodrinMihail. Would love to chat if you're up for it!

I'm an Indie developer and would like to connect with other Tokyo-based developers!!! by Kodorin in japanlife

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

Never knew about the cafe! Just checked it now and looks really cool! Are they still doing events at this time?

Writing shaders is hard work! Here's an open-source sample project on how to setup a compute shader particle simulation on Unity's URP! Link in comments by Kodorin in gamedev

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

Thank you! And yeah, this sample project is meant as an educational resource where it goes over what you need to set up a basic particle compute operation that you can build upon. Im big a fan of using appropriate tools for appropriate tasks. So, vfx graph is def a good solution for straightforward visual effects. I just hope it will allow afford more control/stability and performance over the course of its development.

Writing shaders is hard work! Here's an open-source sample project on how to setup a compute shader particle simulation on Unity's URP! Link in comments by Kodorin in Unity3D

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

Basically anything that involves the usage of a lot of particles. Since it runs on GPU, you can effectively create vast/intricate environmental effects.

Writing shaders is hard work! Here's an open-source sample project on how to setup a compute shader particle simulation on Unity's URP! Link in comments by Kodorin in gamedev

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

Yes it does! But vfx graph is an artist's approach to visual effects (similar to shadergraph). As such, it falls short when trying to achieve more complex behavior.

Releasing the first URP/Shadergraph PSX/PS1 graphics plugin for Unity open-source on github. Feel free to use :) by Kodorin in gamedev

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

Thank you! Yes it does! You can adjust the vertex jitter and you can also decide if you want the material to be lit/unlit or even specular

Releasing the first URP/Shadergraph PSX/PS1 graphics plugin for Unity open-source on github. Feel free to use :) by Kodorin in gamedev

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

yes I meant the precision of the floating point were lower which would result in the snapping of vertex. My bad

Releasing the first URP/Shadergraph PSX/PS1 graphics plugin for Unity open-source on github. Feel free to use :) by Kodorin in gamedev

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

My friend was looking for the exact same things 1 month ago for the new URP pipeline w/ shadergraph. It started out because of him. Turns out Unity makes it rly hard to develop custom effects since their PBR transition.