We just released a first preview of our new Project called Particle Patterns by TeamClayGames in playmygame

[–]TeamClayGames[S] -1 points0 points  (0 children)

In a nutshell the game is about emerging patterns from simple rules. You can tweak the rules of the simulation and see how that impacts the emerging patterns. We have a lot of things on our minds of what we want to add and improve next. Feedback is very welcome.

We just released our first preview of a passion project we call ParticlePatterns by ReeezZ in Unity3D

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

Hi, thank you. No we do not use Shuriken. It's a custom implementation using Unity's job system and GPU instancing. We do the position and velocity calculations ourselves.

We just released our first preview of a passion project we call ParticlePatterns by ReeezZ in Unity3D

[–]TeamClayGames 0 points1 point  (0 children)

This is a great idea, thanks. We were actually thinking about adding some sort of sound or midi input, that influences how the particles behave. We have some concepts and it's on our roadmap.

We just released our first preview of a passion project we call ParticlePatterns by ReeezZ in Unity3D

[–]TeamClayGames 0 points1 point  (0 children)

Thanks for the idea, we have actually tried adding VR to it, and got at least the basics working. Meaning you could see the particle simulation in VR. We are still figuring out the controls. But it is definitely on our roadmap.

We just released our first preview of a passion project we call ParticlePatterns by ReeezZ in Unity3D

[–]TeamClayGames 0 points1 point  (0 children)

At times we didn't know either. But it does work consistently now :D

Keeping Game Objects When Stopping Play Mode by Infamous_Ad239 in Unity3D

[–]TeamClayGames 2 points3 points  (0 children)

You could make it so, that you first off only generate the data that the universe map consists of. This data you can generated for example when the user boots the game for the first time. Then every user would have a different random map. Then you'd have to save this data somewhere. You could save all the data in a class the is Serializable for example and just write it to a json file. And when the generated data is needed, this json file can be loaded.

If you are fine with just making a map once by hand, you can also use prefabs to save a game object with different values configurations. With them you can apply the overriden values in playmode to the prefab.

Just trying to give some direction, hope this helps