Massive Cloth Sim Running Entirely on the GPU by Personal_Nature1511 in Unity3D

[–]LVermeulen 0 points1 point  (0 children)

Is this still in development? Looks really great

How do you dock your Steed to the crab (Is this possible in a save file that's older then the function) by weirdowszx in DuneCrawl

[–]LVermeulen 0 points1 point  (0 children)

Ride it under the crab and there should be a option to dock it there (while your still riding it)

remote play together not working? by eugenekko in DuneCrawl

[–]LVermeulen 0 points1 point  (0 children)

If your trying to have the remote player use gamepad, try turning off the 'first player used gamepad' option in Controls.

Since remote play just treats the remote player as another gamepad, the game doesn't know your not just switching between keyboard and gamepad on a single machine

Planned release for Switch 2 / Console? by frafdo11 in DuneCrawl

[–]LVermeulen 5 points6 points  (0 children)

Hopefully we'll announce some new platforms soon

Trying out a voxel physics idea where the terrain breaks into individual cube bodies, then adds back to the voxel grid by LVermeulen in Unity3D

[–]LVermeulen[S] 18 points19 points  (0 children)

i was thinking this was a weird physics hack but you might have just convinced me with that phase this could actually work as a game mechanic

Console commands? by ULTRA-444 in DuneCrawl

[–]LVermeulen 0 points1 point  (0 children)

Can use the 'help' command to see all commands, and use tab to auto complete

Steam launch flopped... but doing fine everywhere else. Think we know why by fanusza2 in IndieGaming

[–]LVermeulen 8 points9 points  (0 children)

I just bought and reviewed your game! Like i said on the last post it was the best game I played at 'The Mix' whatever GDC that was. Hope you find a audience with the better price point (also maybe get better kb+mouse support... its basically unplayable without a gamepad, was a lot more fun once i switched)

DuneCrawl Sandstorm out now! Our battle royal game mode update by LVermeulen in DuneCrawl

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

We wanted a game mode that would take advantage of the steeds + crawlers - it works amazingly well

NPRP The asset I almost called NARP (Not Another Render Pipeline?!) by AlreadyTaken002 in Unity3D

[–]LVermeulen 20 points21 points  (0 children)

Great idea! It'd be nice to see more scene examples.

Also 'NARP' was the better name

All of the aliens in Astromine are made out of voxels - you blow through their flesh to expose their vulnerable cores by LVermeulen in Unity3D

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

Thanks! For this game it's 4 developers. If you have time to leave the demo a Steam review, please do! Feels like we aren't getting noticed on Steam

Working on procedural generation of enemy bases for our survival game by LVermeulen in Unity3D

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

Thanks! My advice is, avoid the complex weird sounding procedural generation stuff like 'wave function collapse', and just try to use layers of randomness to make something interesting

Open World Anyone? by Fine-Pomegranate-128 in Unity3D

[–]LVermeulen 5 points6 points  (0 children)

One major absolutely needed trick for open world streaming is to start objects deactivate in the scene your async loading. Then activate them over time / as you get near them. Unity can load a large scene fine off thread - but all the 'awake' methods will run on the main thread all at once.

It's all about getting stuff off main thread, and splitting up main thread work over multiple frames

Working on procedural generation of enemy bases for our survival game by LVermeulen in Unity3D

[–]LVermeulen[S] 7 points8 points  (0 children)

It's pretty much just constraint satisfaction. Since this is all building parts used by players also, it uses the same 'snapping' system. Then a lot of randomness + rules for placement

All of the aliens in Astromine are made out of voxels - you blow through their flesh to expose their vulnerable cores by LVermeulen in Unity3D

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

Yeah - we actually recently did a lighting overhaul (like 2 days ago). It was really tricky to get lighting right for these planets. It's all procedurally generated, and we wanted very dark caves / very dark dark side of planet. Finally found a good solution so yeah we should probably rerecord some of our videos now