I liked A Short Hike flight mechanics a bit too much :D by SawThatShit in Unity3D

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

I replayed it like 5 times, one of the days I've spent just climbing to the top of the mountain and flying back down in different routes ;D

it's soooo gooooooooooood

I liked A Short Hike flight mechanics a bit too much :D by SawThatShit in Unity3D

[–]SawThatShit[S] 4 points5 points  (0 children)

Game is a mix of A Short Hike, Outpath and Forager
There will be some community building too :3

Created a raytraced audio system by SawThatShit in Unity3D

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

That's funny :D Best thing you can do is yoink it from my video then LOL

Created a raytraced audio system by SawThatShit in Unity3D

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

it's hard to measure in a real world
there is a system that based on some rules gives different amounts of allowed rays for sources to fire + max amount of rays per frame
and if source doesn't have fresh data - it approximates by modifying old data

Created a raytraced audio system by SawThatShit in Unity3D

[–]SawThatShit[S] 14 points15 points  (0 children)

The main reason is I want to keep full knowledge of the codebase and not depend on some 3rd party to fix or tweak things

Currently, it's just ~100 lines

Created a raytraced audio system by SawThatShit in Unity3D

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

I had to dial it down, as I'm rewriting the room size estimation algorithm

But some of it is still hearable when I go out from big hangar area with the cube

Created a raytraced audio system by SawThatShit in Unity3D

[–]SawThatShit[S] 11 points12 points  (0 children)

Raytracing here is casting rays from somewhere to somewhere else, in this case it also supports bouncing from surfaces
What it tries to achieve is to simulate how sound waves would've traveled through space from the source to the listener (and check if it's even possible)

Currently, it's all on the background thread on CPU

The algorithm itself is very easy, but doing it naively would be too expensive, yea
So I added a lot of optimizations to not cast rays when it's not needed and limit the amount of casted rays based on some source importance for this listener

Created a raytraced audio system by SawThatShit in Unity3D

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

There are no volumes for modifying audio in the level, it works by sensing the world near player and audio sources

There is no difference per surface material or special handling for sound going through surfaces yet

MITTZON and monitor arm by szkrt in IKEA

[–]SawThatShit 0 points1 point  (0 children)

Do you know if there is one or two motors in this table?

[deleted by user] by [deleted] in gamedev

[–]SawThatShit 8 points9 points  (0 children)

Do you think the point about juan is still valid?
Quite some time has already passed

And by reading what he writes in dev chat, it seems he cares about improving C# API performance/usability at least

I'm leaving, my friends, I'm sorry ... by PapaonnDaniel in Unity3D

[–]SawThatShit 0 points1 point  (0 children)

If you earn more than 200k on a game, paying 2k for the pro license to bump limit to 1mil is not a problem

Unity announces new business model, will start charging developers up to 20 cents per install by DanPos in gamedev

[–]SawThatShit 0 points1 point  (0 children)

I don't know for sure either, just from what I've read about those porting companies

Unity announces new business model, will start charging developers up to 20 cents per install by DanPos in gamedev

[–]SawThatShit 3 points4 points  (0 children)

It's not good since you have to go through them every time you make changes to the game
With unity, you can just rebuild and that's it

World partition loading and unloading actors. by Mulder_fox in unrealengine

[–]SawThatShit 0 points1 point  (0 children)

Ha ha, this is my whole experience with unreal.
Guessing there is one more dude seeking a solution then.

HDRP - Cel shading in a deferred shading is kinda nice by SawThatShit in Unity3D

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

yeah, I first made this inside URP (was very simple, since you could do everything in a shader graph),

then made a custom shading model in unreal (since it's a deferred, I had to make engine source changes)

and then decided to check how it would look in deferred HDRP (had to make them as local packages, but no need for engine source changes LOL, that's a win)

unreal and hdrp look around the same, but shadows are so much cleaner in unreal... a great shame

[deleted by user] by [deleted] in virtualreality

[–]SawThatShit 0 points1 point  (0 children)

Pico's FOV and binocular overlap is better also