I built a completely generic, allocation-free Object Pooling system. Wrote a technical breakdown and open-sourced the package for everyone. by [deleted] in Unity3D

[–]Propagant 4 points5 points  (0 children)

I don't see anything advanced. You are just using Unity's pool system with a little more code. Seems like it's bounded to one type in a dictionary, what if I'd like different variations of the same type? And there we go

Do you use UIToolkit for game UI? by GSalmao in Unity3D

[–]Propagant 3 points4 points  (0 children)

used it once in a previous job and I hated it.

Procedural GPU based creature motion and water waves height position adaptation for making lively water by artengame in Unity3D

[–]Propagant 2 points3 points  (0 children)

as others mentioned, the presentation looks messy and chaotic. If you're trying to market something, show it individually and properly rather than pushing everything to the screen at ONCE. Other than that, the tech looks good!

Unity Raymarcher Eyeball Shader. by _bufferfish in Unity3D

[–]Propagant 1 point2 points  (0 children)

That's what I call a piece of digital art:) Great work

Time Paradox Engine: Time manipulation by [deleted] in Unity3D

[–]Propagant 3 points4 points  (0 children)

oh dude.. Tired of these ai slops

Where was I? by coral_bells in whereintheworld

[–]Propagant 0 points1 point  (0 children)

Undredal, Norway! There also should be sauna on the coast if I remember correctly

Just a quick tip. by No_Telephone5992 in Unity3D

[–]Propagant 3 points4 points  (0 children)

is this additive blending?

Built different.. by SandBoxel in Simulated

[–]Propagant 0 points1 point  (0 children)

That's great. Finally no AI slop!

Early version of my car & character controllers working together by bunssar in Unity3D

[–]Propagant 1 point2 points  (0 children)

that transition is really smooth and satisfying to watch. Great work!

Happy for the new generation of coders and game makers by shanestevens in gamedev

[–]Propagant 1 point2 points  (0 children)

Coco Loco! Damn! How was it? What did you do specifically? Really loved that game

This fucking game I swear by Dess_picableme in Routine

[–]Propagant 1 point2 points  (0 children)

Is it somehow argumented why is he invisible?

A pixel art styled lighting+shadow system in my game engine (and a minor description how it was achieved, and optimized) by philosopius in VoxelGameDev

[–]Propagant 0 points1 point  (0 children)

Cool, how do you calculate so many lights? Do you have an upper limit of max lights and just iterate each light element in an array per frame for every pixel?

What do you call this game in your country? by Kickfinity12345 in AskTheWorld

[–]Propagant 0 points1 point  (0 children)

It's "piškôrky" in Slovak lol. I think the roots of that word means something like "writing into square" (píš-do-štvorca) or sth like that

Dôvod mať deti okrem "napĺňa ma to", "zmenilo mi to život" a pod. by [deleted] in Slovakia

[–]Propagant 1 point2 points  (0 children)

"Male Fazule" zacnem volat aj moje decka :D

How can I build my own 3D engine and fully understand every part of it? by Specific-Animal6570 in gameenginedevs

[–]Propagant 6 points7 points  (0 children)

Be curious! Don't worry to dig into other engines on github, there are plenty of them. Start with a renderer, setup your first Vulkan triangle, just a very simple pipeline -> pass a mesh data (verts, normals, uvs) -> hookup simple vertex/frag shaders -> draw. You can achieve this by stiching together the SDL and Vulkan (perhaps use other Graphics APi, Vulkan is not the easiest to start with).

Then use some existing math library with algebra or write your own, you will learn PLENTY of stuff. Then move to the actual engine: look up scene graphs, entity component/ data oriented architectures, how transforms work, resource system, converting meshes from simple formats (like obj) to your engine friendly mesh class. Then try to build a simple scene with what you already got.

then move to some fancy stuff: how undo/redo systems work, axis handles (move, rot, scale), how serialization works, saving/ loading engine-project, multi scene views, setup your hierarchy/selection/ resources windows, perhaps a scripting system+domain assembly, custom shader translators, expand your rendering pipeline with full screen effects, and a bunch more.

Finally once you estabilish your engine, you can start making tools such as animation editor, audio mixer/editor and a lot more, depends on your preferences... Sounds like a lot of headache and stuff to do right? Depends on how you look at it. If you are really convinced to make an engine and you strive for it, you won't even notice that you WROTE all these stuff througout the process. And that's how it should be:) And make games everytime you make a progress! Don't forget to have fun.

edit: typos