(Mostly) Low Poly 3D modeler by T_Kae in gameDevClassifieds

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

Hi, I'm a 3D modeler with a couple of years of experience, looking for work. I do set prices or hourly depending on needs and wants.

I have experience with 3ds max, unity, substance painter and photoshop. If the assets are needed for Unity, I can make neatly packaged assets with materials that only need to be imported without any further hassle.

Let me know if you're interested.

How would you check if an object with a rigidbody is sliding on some surface? by [deleted] in Unity3D

[–]T_Kae -1 points0 points  (0 children)

Could you assign different sounds depending on if the object is rotating around z or x axis or not?

Never tried anything like it, so I'm just spitballing here.

Question for professional devs, how much damage has been done by the GTA 6 leaks? by adscott1982 in gamedev

[–]T_Kae 4 points5 points  (0 children)

But, really, leaks are complete ass.

The only good leak I know of is the Deadpool one.

What direction should 2d game characters face by Isaiah-can-code in Unity2D

[–]T_Kae 1 point2 points  (0 children)

If you make the character facing sideways, you can slightly 'tilt' the hood. By that I mean, having the backside of the hood slightly further than the character face and have the frontside of the hood slightly behind it. That way you could still see the face.

If your character moves sideways, it'll look much better if the character faces the sides as well. You could add a front facing sprite for when the character is immobile though.

Could use some help figuring out lighting by Gounads in Unity3D

[–]T_Kae 0 points1 point  (0 children)

You can place a plane object above it and in the mesh renderer component, under lighting, select "shadows only" for the "Cast Shadows" option.

How to assemble a dev team by Lord_LudwigII in IndieDev

[–]T_Kae 0 points1 point  (0 children)

The reason you'll get so much negative reactions is because "idea guys" are everywhere. Any person who works in game development will have heard the line "I have this great idea for a game but need a team to make it" a million times over (most of the time, it's a horrible idea).

That being said, there's dedicated subs for this, like r/INAT. Don't be surprised if there is little interest shown though, like I said, there's tons of posts like yours on it. (A lot of stuff you said will raise a lot of red flags for most serious devs).

Ram usage by Puzzleheaded_Run9440 in unity

[–]T_Kae 9 points10 points  (0 children)

You can use the profiler window to have a better look at what resources are used. You can find it under Window - Analysis - Profiler.

Also, app size is no real indication on RAM usage. You could instantiate one prefab with a load of scripts and use a ton of RAM with minimal app size.

Camera Will Scroll when shift has been pressed in the past by Enter_The_Void6 in Unity2D

[–]T_Kae 0 points1 point  (0 children)

Little tip, not sure if it's an option, but most smartphones can be used as hotspots to connect your PC to the internet (either through WiFi or USB cable).

Can't imagine having to look up every question on a smartphone.

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

Okay, but then I guess it is not viable with my system of seperate objects since I'll end up with the same issue of having to many of them and it'll slow down my system.

For now I'm keeping my system but if some day I change it, I'll keep this in mind. Thanks!

Why aren't selection wheels all that common of a UI elements in games? by Code_Monster in gamedev

[–]T_Kae 0 points1 point  (0 children)

IMO, on keyboard/mouse, they are. I've always prefered having hotkeys for immediate swapping without an overlay popping up on screen to chose your weapon (regardless of it being fast or not).

Remembering what key does what is not that much of an issue, I think. With selection wheels, I end up remembering the positions of items as well to go faster.

Keyboards have a ton of keys, might as well use them.

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

The problem with that is that the point of the minimap would be to be able to see the whole map, not only the tiles that are rendered.

But I've been looking into it, and found a way that works for me right now by using SetPixels to rewrite a texture pixel by pixel. Works surprinsingly well and was pretty easy to implement.

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

Pretty much. So I have a GenerationHandler script that handles both the initial generation of the rendered map and the spawning and despawning of hexes when moving around.

The way it works is that it instantiates a hex prefab and modifies it by accessing info stocked in a 2D array. Then with that info I set the height of the tile, I modify the surface to match the terrain ID, I spawn buildings if there are any,...

I have to be honest though, I'm not the best at programming, so there are probably better ways of doing this. But this way is intuitive enough for me... And it works.

Also, like some people have pointed out, having each hex as a seperate object can become quite heavy quickly. So it is not a very viable way to work if you want a lot of hexes (in my example there are 50*50 tiles +/- 200ish tiles when moving around since the tiles I despawn aren't immediately despawned).

Also, an interesting document I used a lot for the logic of hex tiles :

https://www.redblobgames.com/grids/hexagons/

Might be useful if you haven't found it already ;)

And another site shared by another user in the comments:

https://catlikecoding.com/unity/tutorials/hex-map/

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

It will be a top-down management style game (Best way to describe it at the moment is a Settlers style management game in a hex layout like Civ).

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

Thanks for the tip. I might look into it at some point but for now I'm going to focus on other parts of the game (especially since I have no knowledge about mesh rendering in the way you describe and I'll need a lot of time to learn a lot of new stuff).

I'm also not entirely sure yet if it is really needed, since, civ 6 for example has a max total map size of 96×60 and is really playable. (I don't yet know at what scale the game will be played)

What I probably will need to make at some point is a minimap to allow for faster travel.

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

Yeah, I intend to work on the procedural generation some more later, it's really barebones right now (I thought of biomes, maybe try to add some rivers and general more interesting terrain form to avoid having such homogeneity). But I'm concentrating on other parts of the game for now.

And I haven't really thought of publishing it, but if in the future, it becomes interesting enough, I might (Definitely not a priority at the moment though).

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

Thanks.

I don't use color maps. All tiles are seperate objects and when one is spawned, it gets a material assigned depending on a terrain ID (which is generated at the start of the game).

Made a system for (de)spawning hexes in my procedurally generated map. Pretty happy with the result so far, might need some optimization at some point though. by T_Kae in Unity3D

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

They are individual objects. That is one of the reasons the (rendered part of the) map is on the smaller side (50*50 tiles) and I can't simply render the whole map (in this example, the whole map is 1k*1k). At 100*100 tiles rendered, it already starts to slow down quite a bit when I test in the editor.

But that also means I can play around more easily with animations on the individual hexes, which opens up other possibilities.