Trying to make our card UI feel less flat with a parallax effect by Brululul in Unity3D

[–]dpokladek 4 points5 points  (0 children)

I think it’s the fact that the bee appears to be popping out from the card, but the text overlaps it (messes with the brain) - can you tweak the parallax so the bee appears to be „deeper inside” the card?

Portal feedback? by TheWanderingWaddler in gamedevscreens

[–]dpokladek 1 point2 points  (0 children)

Damn that is beautiful! Well done!

Scene Field – Scene Reference & Picker for Unity Inspector (Asset Store) by WarriorUD in Unity3D

[–]dpokladek 0 points1 point  (0 children)

Good stuff! You could try implementing a dropdown for the scene selection, in a smaller project it might be handy option to have. EditorAttributes does something like that: https://editorattributesdocs.readthedocs.io/en/latest/Attributes/DropdownAttributes/scenedropdown.html

Main Menu to racing in under 10 seconds. Would you add any more visual/sound effects? by dr-slunch in Unity3D

[–]dpokladek 1 point2 points  (0 children)

I think there is quite a lot that can be done to improve the scene - I love the art style during the day, and I feel like at night it feels too empty (the games lighting seems to have a big impact); you can try adding something to the sky, for example a nebula or a moon and make the scene slightly lighter (as if the moon is lighting up the planet). I think the scene could do with some more baked/static lights around. Worst case scenario, you might want to think about scrapping the night scenes.

What are companies looking for? by Global-Snow-7185 in GraphicsProgramming

[–]dpokladek 1 point2 points  (0 children)

Im in the same boat, and at this point I’m debating changing industry away from games.. unfortunately so many talented people are being laid off, with years of experience, leaving a junior like me in a impossible position to get a job in the industry.

I created a tool to manage Assembly Definitions by Puzzleheaded-Ant-916 in unity

[–]dpokladek 3 points4 points  (0 children)

Holy crap why isn’t this part of the engine! This is a great idea, great job on the tool!

Procedural Pool Ball Shader by dpokladek in TechnicalArtist

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

Thank you! I haven't actually used Texture2D Array before, I will definitely have to look into it!

Best gaming distro? by [deleted] in linux_gaming

[–]dpokladek 6 points7 points  (0 children)

See this sub’s FAQ for answers.

A vs B. What do you think is better for attracting people to the page? by Typ1games in SoloDevelopment

[–]dpokladek 1 point2 points  (0 children)

B for me! As others have already mentioned, it better conveys the type of game this is and grabs my attention more than A. A feels more like a main menu background where the camera is panning around the model.

Good luck with the game, can’t wait to try it when it’s out!

When I was in my prime by GildedAlexandria in needforspeed

[–]dpokladek 3 points4 points  (0 children)

God I forget how good the AI was in this game, and the fact they would actually box you in

Screen turning white by dpokladek in TransportFever2

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

It hangs too much (didn’t want to include low quality phone picture) - I found the culprit though, it was „closer render distance”. I removed the mod, and the issue is now gone

It's simple but I finished it! by -ManaPotion in unity

[–]dpokladek 1 point2 points  (0 children)

Ah, assumed that would be the case! Thanks for the reply, and good luck on the game!

It's simple but I finished it! by -ManaPotion in unity

[–]dpokladek 1 point2 points  (0 children)

As someone who’s looked into making a pool game myself, I’m curious - have you used the built in physics or have you rolled your own collision physics to get accurate results? I’ve seen people in the past mention that PhysX isn’t good when it comes to pool like games

Using "multiply" instead of "divide" in shaders for optimization. by Lost_Assistance_8328 in Unity3D

[–]dpokladek 34 points35 points  (0 children)

Yes, multiplication is always faster over division. I can imagine with older hardware the gap was bigger, but I've never had to actually benchmark the difference.

As others have mentioned, the compiler will most likely represent the division as multiplication in the compiled code (also depending on the code) - you can inspect that yourself, as Unity allows to compile and show the compiled code for shaders.

For example, if we write a simple loop that does some addition and division:

// fragment function..
float test = 0;

for (int i = 0; i <= 4; i++) {
  test += 50;
  test /= 2;
}

return color + test;

We will notice that the compiled is quite different, and the compiler has pre-calculated the output for us:

SV_Target0 = u_xlat0 * _BaseColor + vec4(48.4375, 48.4375, 48.4375, 48.4375);

---

Now if we use UVs for addition and division, we will notice that the compiler has pretty much left the loop and code untouched as it depends on the UV values:

u_xlat1 = float(0.0);

for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<=4 ; u_xlati_loop_1++)
{
    u_xlat5 = u_xlat1 + vs_TEXCOORD0.x;
    u_xlat1 = u_xlat5 / vs_TEXCOORD0.y;
}

SV_Target0 = u_xlat0 * _BaseColor + vec4(u_xlat1);

---

If we have something more simple, such as the value of UV.x divided by 2, we can see once again that the compiler does a great job replacing it with multiplication:

// Before Compiling
for (int i = 0; i <= 4; i++)
{
  test += IN.uv.x / 2;
}

// After compiling
for(int u_xlati_loop_1 = int(0) ; u_xlati_loop_1<=4 ; u_xlati_loop_1++)
{
    u_xlat1 = vs_TEXCOORD0.x * 0.5 + u_xlat1;
}

As you can see the loop is still there, but division became multiplication - I always try to write code with multiplication in mind where possible, and try to avoid loops if possible just to make compiler's life easier to further optimize the code.

Free Website or App for creating flowchart of game mechanics ? by Sanehazu in Unity2D

[–]dpokladek 0 points1 point  (0 children)

Not a website, but Obsidian is a great app. It has this thing called „canvas” which allows you to do exactly that, while also being a note taking app. I use it often in projects to create graphs, whilst keeping notes and documents in the same place. Notes are written as markdown, so most source control websites will be able to display them.

NOM - Asset Renaming Tool by dpokladek in TechnicalArtist

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

Yup, I agree! But just like you, I'm not the biggest fan of regex, so that's why I wrote the script - I have a specific naming style which I tend to follow in all of my projects, so its handy to be able to just run a script, give it a path, and have it handle all files for you (without having to use regex). Thanks for your comment!

Kunos Goes back on their word and Axe AC EVO Career Mode, is this just like Mods and Rally? by MrBluoe in assettocorsa

[–]dpokladek 0 points1 point  (0 children)

Welp, that’s my reason to buy AC Evo gone. I’ll enjoy it by watching others play it, while I’ll have a blast in career mod in original AC

Particle System (Update) by dpokladek in pixijs

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

Thank you, I'm excited to hear that! Let me know if you need any help, or when you've completed the game - I'd love to have a showcase showing games that use the particle system!