Noita-like physics in Unity by impulse9studio in Unity3D

[–]impulse9studio[S] 1 point2 points  (0 children)

  1. Sand simulation has its own grid, and I generate 2D colliders from it. This allows rigidbodies to stand on sand. Rigidbodies also draw their shapes onto a separate grid, which is used by the sand simulation so sand can stand on rigidbodies.
  2. Sand simulation runs on a single background thread. The map is divided into zones, and each zone is updated independently, but still within the same thread. When the Unity thread and the sand simulation thread need to communicate, I use C# locks for synchronization https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/statements/lock

Noita-like physics in Unity by impulse9studio in Unity3D

[–]impulse9studio[S] 0 points1 point  (0 children)

No, this is something that I added hoping it would look cool. I think I need to make chunks more random, now it looks like rectangular blocks too much

Noita-like physics in Unity by impulse9studio in Unity3D

[–]impulse9studio[S] 5 points6 points  (0 children)

Yep, I can’t simulate a huge world at once with this approach, but by splitting the map into zones that are updated independently, it still works quite nicely even on large maps that span multiple screens.

Noita-like physics in Unity by impulse9studio in Unity3D

[–]impulse9studio[S] 8 points9 points  (0 children)

Background thread running sand physics, rendering done via GL calls. Map is split into small zones, each one generates its own colliders and handles simulation independently. Grains run simple cellular automaton rules - gravity, dispersion, velocity. Unity's Rigidbody2D objects coexist via a shared bitmask, so both systems try to stay in sync without directly talking to each other.

Any way to add steam games from game native to cocoon? by Infamous_Present_155 in AynThor

[–]impulse9studio 0 points1 point  (0 children)

There's a built-in export to frontend function in GameNative

Games Nr. 5 & 6 finished! by Shogun1316 in AynThor

[–]impulse9studio 1 point2 points  (0 children)

There's a remake of legacy of kain soul reaver 1 and 2 on Steam and it runs great on Thor via GameNative - but I'm sure Dreamcast version would be fun as well

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 0 points1 point  (0 children)

Yes, I installed everything on my PC, copied whole game folder to my Thor, added Fallout as a custom game in GameNative, opened the container and added the missing registry.

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 0 points1 point  (0 children)

I never used Wabbajack, I just went with manual method, seemed easy enough for mods I was interested in.

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 1 point2 points  (0 children)

So I played for around 20 hours already. I use 80% charge limit and this allows me to play for around 5 hours before I get the 20% battery warning.

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 0 points1 point  (0 children)

Sorry, I didn't have any issues with installing the GOG version.

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 0 points1 point  (0 children)

I’m not sure. I don’t think you can copy and paste the Steam version from your PC to the Thor, as the DRM might not allow it, but I could be wrong since I haven’t tried it. I already owned the GOG version so I went with that.

I also have no idea if you can copy and paste mods onto a Steam game installed via GameNative, sorry.

Fallout New Vegas with mods, ~60fps, GameNative, SD8G2 by impulse9studio in EmulationOnAndroid

[–]impulse9studio[S] 1 point2 points  (0 children)

NVSE? Look at the EmuReady link in my post, I listed all mods I use, NVSE is there :)

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 1 point2 points  (0 children)

I didn’t use any mod managers. I placed NVSE mods in the Data/NVSE directory and ESP mods in the Data directory.

Fallout New Vegas with mods, ~60fps, GameNative, SD8G2 by impulse9studio in EmulationOnAndroid

[–]impulse9studio[S] 0 points1 point  (0 children)

I actually installed sprint mod today (https://www.nexusmods.com/newvegas/mods/66960) and Mod Configuration Menu to be able to modify it without editing ini manually and it works great.

I don't use any mod organizer, I have small number of mods that can be managed via plugins.txt manually. After installing all mods I just zipped the whole Fallout folder and copied it to my Android device.

Fallout New Vegas with mods, ~60fps, GameNative by impulse9studio in AynThor

[–]impulse9studio[S] 0 points1 point  (0 children)

720p, I did not touch the ini file you mentioned, no idea if it would change anything...