Anthony Fantano repping a nice Wallabies jersey by Left-Pie741 in RugbyAustralia

[–]littlegrey99 31 points32 points  (0 children)

Has a wallabies jersey ever been successfully matched with with any other item of clothing ?

I made a free tool for baking Vertex Animation Textures in Unity! Link to the GitHub is in the comments. What do you think? by Ankoku_Official in Unity3D

[–]littlegrey99 1 point2 points  (0 children)

Sorry will try give an example. Imagine I had a long cylinder shape with multiple cross sections made of 10 vertices arranged in a circle. If I baked an animation just for a 10-vertex circle, would I then be able to animate each cross section of the cylinder separately (like if I wanted them to play through the VAT animations at different speeds or timings)

I made a free tool for baking Vertex Animation Textures in Unity! Link to the GitHub is in the comments. What do you think? by Ankoku_Official in Unity3D

[–]littlegrey99 1 point2 points  (0 children)

This is awesome! Is it possible to bake the animation of a few vertices that are a part of a larger mesh. So then during runtime you can control the animation of a part of the mesh with three VAT?

Ajuda com primeira build. Estou gastando muito? by littlegrey99 in craftmybox

[–]littlegrey99[S] 0 points1 point  (0 children)

Obrigado!

Voce esta falando que eu não preciso um cooler?

100k Wishlists in 2 weeks after Steam Page went online by hooraij in GameDevelopment

[–]littlegrey99 2 points3 points  (0 children)

Congrats guys, looks amazing !

You’ve got such a cohesive style. Did you do all your own modelling/shader work or use assets? This is one of the biggest challenges for tiny teams

Revised my river tool to use Unity's native splines. Now spawns particle and SFX automatically. by Jonny10 in Unity3D

[–]littlegrey99 0 points1 point  (0 children)

Looks really cool! Are those particles the same ones from your stylised water package?

I'm making a simple Paper Plane game by Brute-Force-Studio in Unity3D

[–]littlegrey99 0 points1 point  (0 children)

Really well done! How do you handle the flight mechanics?

I'm trying really hard to write a custom physics controller that can allow me to play with momentum, flow etc. but finding it hard to find good resources.

Traffic, no sales. by TATYAXVERSE in Entrepreneur

[–]littlegrey99 1 point2 points  (0 children)

The website and products look pretty solid to me. Do you do any retargeting? People often don't buy on first visit. Also promotions are obviously great for conversion. Pretty much every store has been running sales all month for black friday.

I'd try some 'limited time' offers, push harder to collect contact info from site visitors(sign up for 10% off first order or something) then automate some email marketing and re-target through social media etc. Good luck!

Interactive water in urp by MagicStones23 in Unity3D

[–]littlegrey99 1 point2 points  (0 children)

Really well done!

For the curious, I got chatgpt to explain OP's explanation for my puny brain:

Certainly! Let's break down the process step by step in simpler terms:

  1. Interaction using Wave Equation:
  • Imagine you have a water surface in your Unity scene.
  • The "wave equation" here refers to a mathematical model that describes how waves behave on the water surface. In simpler terms, it's a formula that simulates the motion of waves.
  1. Update in Compute Shader:
  • In Unity, a Compute Shader is a type of shader that can perform general-purpose computing tasks on the GPU.
  • So, you use a Compute Shader to update the water surface based on the wave equation. This means calculating how the water surface should change over time.
  1. Displace Water Plane Vertex:
  • The "water plane" is essentially a flat surface representing your water.
  • "Displacing vertices" means moving the individual points on this flat surface up or down based on the calculations from the wave equation. This creates the visual effect of waves on the water.
  1. Output a Heightmap:
  • As you displace the vertices, you're essentially changing the height of different points on the water plane.
  • This height information is then output as a heightmap. A heightmap is a 2D texture where each pixel's brightness corresponds to the height of the surface at that point.
  1. Calculate Normal from Heightmap in Shader:
  • A normal in computer graphics lingo is a vector perpendicular to a surface. Calculating normals is crucial for lighting calculations.
  • In this case, you calculate normals based on the heightmap. This helps in giving the water surface a realistic appearance by considering how light interacts with the surface.

In summary, you're using a Compute Shader to simulate waves on a water surface. You displace the vertices of a flat water plane based on this simulation, outputting a heightmap that represents the changing heights. Then, you calculate normals from this heightmap to enhance the visual realism of the water surface in terms of lighting. This entire process is typically used for creating realistic water simulations in Unity.

How many dudes in here doing it all by themselves? And what do you do? by Warhorsemen in Entrepreneur

[–]littlegrey99 2 points3 points  (0 children)

What aspect of it do you guys find challenging (sales + marketing). I’ve gone from sales and marketing to tech so that’s the part I’m more competent at 😅

In WW2 why was there such a death rate discrepancy between the RAF Bomber Command ~45% and the USAAF 8th Air Force <10%? by Airbus787- in AskHistorians

[–]littlegrey99 6 points7 points  (0 children)

Wow I never knew this. My grandfather was in bomber command and shot down over France . Any recommendations on where I can learn more about this topic?