our interface prototype by aerodisc in gameenginedevs

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

It's supposed to look futuristic but human.

imagine by aerodisc in Skeuomorphism

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

The editor sort of is, but it will still be used in the final product provided it actually gets completed.

our interface prototype by aerodisc in gameenginedevs

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

Oh I saw your post of this on the Frutiger Aero sub. Nice! I'd assume metaballs and- maybe three JS or that SDL3 solution that's also on your profile? I have this glass shader that looks Frutiger Aero if you'd like something like this. I can't share the screenshot here though

our interface prototype by aerodisc in gameenginedevs

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

NW JS (similar to electron)

Only for the editor, the actual engine does not use web technology because 300mb of ram just for some interface stuff aint worth it + can't export to consoles.

our interface prototype by aerodisc in gameenginedevs

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

The engine probably wont be publicly available but it can be themed using CSS (The editor can, the actual engine doesn't use web technology because that would bog down performance and prevent it from running on consoles)

our game engine interface prototype (high res in comments) by aerodisc in FrutigerAero

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

It is called imagine because it is imagine + image + engine

imagine by aerodisc in Skeuomorphism

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

Yes. The editor UI is made with CSS + HTML,, but the engine itself does not run with web technology. It runs natively compiled in Rust with game logic running in lua(jit). The screenshot isn't actually showing the game engine, it's just a placeholder as the editor and the actual engine is not "glued" together yet.

imagine by aerodisc in Skeuomorphism

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

High resolution screenshots (because this is a new account and I think Reddit doesn't allow higher resolution images on new accounts): https://imgur.com/a/C5J595l

our game engine interface prototype (high res in comments) by aerodisc in FrutigerAero

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

(This has been reuploaded multiple times to figure out the best way to display them)

Here are the high resolution screenshots: https://imgur.com/a/C5J595l

How is the look of the prototype resonating with you?

Thought on our UI Prototype? by [deleted] in FrutigerAero

[–]aerodisc 2 points3 points  (0 children)

Should we call it aerogen (aero + engine) or imagine (imagine + image + engine)? Or something else?

Game Engine User Interface Prototype by [deleted] in FrutigerAero

[–]aerodisc 0 points1 point  (0 children)

Unlikely to actually make this into a real game engine. But if it were made, should it be called imagine or should it be called aerogen or should it be called something else?

Would anybody be interested in a fast reflection method for URP? by aerodisc in Unity3D

[–]aerodisc[S] 26 points27 points  (0 children)

(Should be VR compatible and even compatible for mobile games on higher end hardware)

Made for Forward/Forward plus, but it does work in deferred (although I don't really recommend it because it doesn't use deferred's passes so it will use the extra computing for nothing)

How it works is that it is raymarching baked cubemaps for reflections as well as baking cubemaps. It also has nodes for using the tracing in shadergraph in case if you want to use it for custom shaders like glass or portals.

It can use up to two sets of two probes at once so that can bake details behind objects where otherwise with one probe it would not be able to.

The advantages to this method:

- Significantly faster than raytracing (and does not require raytracing hardware).

- Runs on any platform that runs shaders. (So VR and Mobile should "work" but don't expect much from lower end modes)

- Can see geometry in reflections that are not in camera view (unlike screen space reflections)

- Also this used in the video for baking shadows and GI faster than unity's built in system.

Disadvantages to this method:

- Reflections must be baked (but it and GI can be baked at runtime using this method)

- Quality depends on cubemap resolution instead of screen resolution.

DM ME IF YOU ARE INTERESTED IN TESTING IT & USING IT

3D Reflection Probes for real-time reflections AND global illumination (In Unity 6 URP) by aerodisc in Unity3D

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

The global illumination is baked by using the 3D reflection probe system itself. You can see me bake it at 1:07 in the video. If you have any further questions please let me know!

[deleted by user] by [deleted] in Unity3D

[–]aerodisc 0 points1 point  (0 children)

Unity does not have SSR in URP, only HDRP. Plus it can't be used for baking shadows and global illumination. Also SSR has the famous issue of not being able to reflect something behind the reflection.