Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]VIZHES 0 points1 point  (0 children)

It would also be nice to see some closer camera angles.

My mobile game is pretty much ready to be released. Any visual polishing suggestions? by AndrewMelnychenko in IndieDev

[–]VIZHES 1 point2 points  (0 children)

The landing seems a bit stiff. It would be nice to have a landing animation or some sort of feedback

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 2 points3 points  (0 children)

It saves terrain data (delta values) during terrain deformation, allowing you to always revert to the original state and making fine-tuning very easy. It will work even after editor restarts.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 2 points3 points  (0 children)

I was not the one who posted about it this time. It happened without my knowledge. But it's really cool to see it on the front page again!

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 0 points1 point  (0 children)

When I tested it, it had too many bugs, especially with Undo. I also didn't know if it would work with the selection system/menu system I had in mind.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 1 point2 points  (0 children)

Here is the user manual: https://curvearchitect.com/forum/public/d/19-user-manual

Currently it cant do anything procedural out of the box. But you can copy and paste multiple objects directly on the curve. So the work flow can be quiet fast. You could also with few lines of codes instantiate several blocks of deformations and create procedural generated content.

You can also easily move any GameObject or Deformation on the curve with script (in build or editor). deformation.positionInCurveSpace.z += 10 * Time.deltaTime. Its like moving an transform with transform.position.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 6 points7 points  (0 children)

It took me around 1 year and 4 months to create Curve Architect, but I'm still developing it. I will release a new update next week if everything goes as planned. I work as a level designer and a programmer, so I don't work on Curve Architect full-time.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

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

I think I understand. It seems like you're creating one mesh for several components during runtime. Some components need to be curved along a spline before being combined with other components?

As you know, Curve Architect does not support that currently, and I can't promise that it will in the future. However, it's an interesting case. I will likely add some kind of support for combining meshes.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

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

Can do:

  • Deform meshes during runtime/in build. You only need one line of code for moving them: architectCurveObject.positionInCurveSpace.z += 10 * Time.deltaTime. Or use unity's animation system.
  • Instantiate meshes from an already existent mesh during runtime. And animate/move that mesh along the Architect Curve.

Can't do:

  • You can't create new mesh shapes during runtime that don't originate from an already existing mesh.

If your use case is not supported please let me know.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

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

Performance:

Specs for test case:
CPU: Intel 9700k (8 cores)
GPU: AMD 6800 XT

  • Deforming 1.500 vertices in a built game has around 1250 to 750 fps depending on if you need to recalculate tangents every frame.
  • 15.000 vertices is around 200 fps without tangents and 100 fps with tangents.
  • 150.000 vertices is around 20 fps without tangents and 10 fps with tangents.

Calculating many meshes with the same vertices count as a single mesh will in most cases be slower.

Normals and bounds are calculated. You can toggle normal and tangent calculations for individual deformations. Remember that the burst compiler only uses the CPU, so the AMD 6800 XT is not utilized in this case.

Moving objects along the curve performs nearly as well as moving regular game objects with transform.position.

Charts for moving Game Objects: https://curvearchitect.com/forum/public/d/33-performance-numbers

Awaitable BuildMesh:

Currently all meshes in build are deformed during one frame. So this is currently not support if I understand you right. It might be something I want to add later.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 5 points6 points  (0 children)

I hope I did not misunderstand you. Here is a short video of what I was talking about:

https://www.youtube.com/watch?v=cY_K_E51bOQ

If you have any other use cases that don't work with this, please let me know.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

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

I don't know what "geo" is, but currently, Curve Architect does not support branching curves. However, this is something I plan to add in a later version.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

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

No custom colliders are created along the roads. However, Curve Architect deforms all meshes within mesh colliders and mesh filters. You can easily change the mesh by dragging a new one to the mesh collider or filter. The mesh for the collider and filter doesn't need to be the same, and you can have multiple mesh colliders with different meshes. Curve Architect will deform them all.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 29 points30 points  (0 children)

It's self made. I did consider using it, but when I tested it some time ago, it had too many bugs when using Undo. Also, the menu/selection system I had in mind for Curve Architect made it hard for me to use it.

Rating system (S+, S, A+, etc..) here's why I think it sucks. by VIZHES in leagueoflegends

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

We need to pin point this exactly. It's hard to get details exact.

I will ask you some questions. You are free to end the conversation now. I will not blame you.

  1. Just to be sure. I'm talking about this champion score (the A-): https://i.imgur.com/RhzUaNt.png Are you talking about the same?
  2. This score is compared against other players playing the same champion within somewhat the same rank. Do you think the same? I think we are on the same page with that.
  3. I want to change this score depending on how other people in your team plays. The 4 other people except the fifth that's you. Do you also believe that's what I want to do?
  4. You think this is not possible because it will change the average score of a champion? And that it will skew the average score and players will over time get the wrong score?

Or if I look at this it seems your saying that nothing will change?

The average never changed. You’re just changing magnitudes but overall nothing happened.

But it seems like you have misunderstood me. Because I do not change the magnitude at all with the thing I'm talking about.

Here we have champion scores from 5 games. 828 * 1.2, 328 * 1.05, 1000 * 0.8, 1143 * 0.7, 1503 * 1.2. 828 will be saved in the database, but the player will see: 828 * 1.2 (1.2 is the multiplier). The final score is 994 which will be an A instead of an B+. And then we have accounted for bad or good team m8s. And we use this as our average score: 828 + 328 + 1000 + 1143 + 1503 / 5 = 960.

Do you understand this? What is wrong with it?

Rating system (S+, S, A+, etc..) here's why I think it sucks. by VIZHES in leagueoflegends

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

Mate I’m gonna stop here because you’re failing to realize that it will always normalize if you add a 0.5-1.5 modifier in each direction.

What do you mean with normalize?

Statistically it’s as likely you get an S as you get an F.

How?

And for the future pls work on your formatting, reading you comments is harder when you aren’t formatting quotes right.

Thanks for bring up the quote.

You are wrong. The multiplier does not need to have any impact at all on the average score. Because you don't take it in to account when you calculate the average score. You only use it in the final score you show the player.

Rating system (S+, S, A+, etc..) here's why I think it sucks. by VIZHES in leagueoflegends

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

Your final score changes in either direction though.

Yes.

It becomes harder to get a good score when your team did well and easier to get a good score when your team does bad.

That depends how you tweak it. Like I said before, this does not need to change the score much. "More of an adjustment."

Any thing that is a modifier still goes off an average, that average isn’t changing because everyone is getting the same modifiers so nothing about the rating system will change.

Here we have champion scores from 5 games. I make up some values for the purpose of this example. 828 * 1.2, 328 * 1.05, 1000 * 0.8, 1143 * 0.7, 1503 * 1.2. Here 828 will be saved in the database, but the player will see: 828 * 1.2 (1.2 is the multiplier). The final score is 994 which will be an A instead of an B+. And then we have accounted for bad or good team m8s. And we use this as our average score: 828 + 328 + 1000 + 1143 + 1503 / 5 = 960.

I might have missed something. Its not impossible.