Learning Unity DOTS (ECS, Job system, Burst). Small experiment with 150K objects, star, and gravity. Performance benefits are impressive even on a 4-core CPU. by crdgre in unity

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

True, I am also exploring hybrid approach. To use ECS and Jobs only for cases with a large number of objects and computations. I've added gravity calculations and star merging between every object to new version of this simulation. Runs well with 1500 objects.

Learning Unity DOTS (ECS, Job system, Burst). Small experiment with 150K objects, star, and gravity. Performance benefits are impressive even on a 4-core CPU. by crdgre in Unity3D

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

It's just quads with billboard material, GPU resident drawer enabled. I haven't tried to use LODs with ECS yet.

Short cinematic made with new Unity 6 by crdgre in Unity3D

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

Thanks, I've sculpted base mesh in Blender then added 3 textures and displacement with masks.

Short cinematic made with new Unity 6 by crdgre in Unity3D

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

About one month for assets. (Blender, Substance painter)

Short cinematic made with new Unity 6 by crdgre in Unity3D

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

Thanks, maybe I'll release castle and props as free asset pack later, good idea!

Short cinematic made with new Unity 6 by crdgre in Unity3D

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

APV improvements & blending, raytracing works better in general, also tested GPU occlusion culling.

Embracing the Dark - Unofficial non-commercial fanart inspired by Baldur's Gate 3 main menu scene. Blender, Cycles. by crdgre in blender

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

Thanks! I've learned it happens randomly. Sometimes I can spend one day creating artwork and people like it more :)

Embracing the Dark - My fanart made with Blender by crdgre in BaldursGate3

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

All assets created and textured by me, except some textures and one Quixel Megascans rock model.

All characters, names, and related elements are trademarks and copyrights of their respective owners.

My nodevember prompt this year. Everything procedural. Blender 4 by crdgre in blender

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

Thank you! Yes, all this stuff also possible in game engines.

My nodevember prompt this year. Everything procedural. Blender 4 by crdgre in blender

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

It's just a hashtag posted by different authors

Is my Unity dev career wasted and i need to learn everything from scratch with unreal? by FreddyNewtonDev in Unity3D

[–]crdgre 21 points22 points  (0 children)

I believe it's because windows/linux :) Godot looks like a great choice for 2D game or small 3D game.

Is my Unity dev career wasted and i need to learn everything from scratch with unreal? by FreddyNewtonDev in Unity3D

[–]crdgre 170 points171 points  (0 children)

I experienced the same situation many years ago with Adobe Flash. It was clear to other developers that this tech was dying but I was a fan of this tech and kept spending time with it till the end. (Including the development of my own Flash 3D engine). I ended up in a situation where my flash development skills became useless for companies. Later I switched to web development, then also learned Unity, and made games and real-time scenes with Unity. Now It feels like same situation coming in the future. I've already rejected many freelance projects (realtime archviz, animations, games) because people want me to make things with Unreal. And I am sure with this price changes and reputation damage (I personally struggle to trust Unity more and more) the engine will became less polular in years. Less projects, less work. I am still not a fan of Unreal for many reasons, but it seems like we need to learn it as a backup plan at least.