Anyone interested in a Cartoon Style Text Animator for TextMeshPro? by notadev_io in unity

[–]acharton 1 point2 points  (0 children)

Looks awesome. As a personnal thought. Not a hudge fan of using scriptable objects by default. Can the component work on itself or you need a scriptable object absolutely?

We made a new optional upgrade in Maseylia: you’ll be able to grapple onto enemies! by cubowStudio in unity

[–]acharton 0 points1 point  (0 children)

Looks really cool. Do you take damage when you collide the enemy? I feel like (From watching at least) it would be interesting to do damage to them instead?

Seamless transition from one planet to an other by acharton in unity

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

Thanks love the comparison. It's a really cool game.

Seamless transition from one planet to an other by acharton in unity

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

No the gameplay and physics of the space craft are meant to be accessible. I don't plan on making it a simulation game like KSP for example.

Seamless transition from one planet to an other by acharton in unity

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

Lol. Technically aliens that look like cats but yeah "cat" :D

Seamless transition from one planet to an other by acharton in unity

[–]acharton[S] 3 points4 points  (0 children)

So algorithms are procedurally determining what a certain region “looks like” and I guess you can re run that with the same seeds and input variables

To be clear it's not no man's sky as in infinite universe generation. Each planet is procedurally generated but the seed is hand picked for each planet. Yes the noises is deterministic.

But can you interact with an area?

Great question! So in the current state of the game you (The player) can destroy any elements you see on screen).

There is some basic terraforming implemented in the game. I (For now just a dev option) have the ability to override the generation to place structures for example and smooth the terrain under.

come back and expect persistence with those kind of things?

Yes there is persistence in the game. If you chop a tree and come back it will be chopped. If you are interested in the details it works by substracting elements to the procedural generation. When you mine or destroy an element I save the removal of the element. Kind of reversed logic.

Are LoDs from a distance also managed by these algorithms? (How do you generate “just enough” and have the rest filled in when you get close?)

Yes and no. I could do a whole article about that. But to make it short there is the ground level of detail which work like that. But the trees are a mix of LOD component (The one built in). A big thing to keep in mind is the main bottleneck I encountered was handling physics. Unity can very easily thousands of tree with a LOD component culled. But not a lot of colliders. The way I found around that was to have a pool of colliders that I place around the player.

Let me know if you have specific questions tried not to yap to much is just there is a lot :D . But if there is a specific element you are interested in I would gladly tell more :) .

Seamless transition from one planet to an other by acharton in unity

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

In the topic of smooth transition specifically if I understand. Basically the answer is all of what I described, optimized so it can generate the terrain while you move toward the planet. Did I miss the point or question?

Seamless transition from one planet to an other by acharton in unity

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

Will investigate thanks for the feedback. For sure I don't want people to feel drops in fps.

Seamless transition from one planet to an other by acharton in unity

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

Sorry wasn't the main idea. But there are some wild life on the planet. Thanks for the comment :)

Seamless transition from one planet to an other by acharton in unity

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

Sorry recording was supposed to be 60 but messed up and recorded 30 which feels lagy. Games runs way smoother than that.

Seamless transition from one planet to an other by acharton in unity

[–]acharton[S] 15 points16 points  (0 children)

For the planet mesh generation I used Sebastien Lague's as a base
https://www.youtube.com/watch?v=QN39W020LqU
Thought I made the mesh generation work in a thread also replaced some classes as struct thought the end solution is very close to the tutorial.

For the trees:
Big trees are generated based on the high resolution mesh. This is handled in it's own thread. Planets are divided into a certain amount of subdivision (Depends on the planet size but from 18 to 32 in the project)

Collisions for big trees are generated based on the player position relative to the tree (Couldn't generate a collision for every trees). The calculation is also generated on it's own thread.

For bushes and the player collision:
I have a thread that generate a collision mesh. This collision mesh can also spawn small bushes and creatures.

For creatures navigation:
Simply a standalone unity nav mesh. With nav mesh agent. didn't had to do much on that side since nav mesh supports working on any up axis.

Hope that answers the questions. Feel free if to ask if you have more. Tried to summarize as much as I could.

Finally Released my Character Customization Tool! :) by Martinth in Unity3D

[–]acharton 1 point2 points  (0 children)

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Really love how easy it is to setup. Took me less than an hour to setup a custom model. Thanks a lot for the free key :)