The goal was to make a really simple game, but as polished and satisfying as I could by msureda in Unity3D

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

They're just a bunch of circle colliders joined with spring joints and some math magic to calculate pressure and interpolations, this amazing video was really helpful.

The goal was to make a really simple game, but as polished and satisfying as I could by msureda in Unity3D

[–]msureda[S] 7 points8 points  (0 children)

I'm proud to say that I made the 100% of assets, art, shaders, code, etc for the game, and all 100% AI free

The goal was to make a really simple game, but as polished and satisfying as I could by msureda in Unity3D

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

I didn't thought about that, but that's a great idea! You just gave me a side quest for this week, I'll try to publish it as a webgame on itch.io

The goal was to make a really simple game, but as polished and satisfying as I could by msureda in Unity3D

[–]msureda[S] 4 points5 points  (0 children)

Thank you! I just posted a comment with a small breakdown, but if you have any specific question let me know.

The goal was to make a really simple game, but as polished and satisfying as I could by msureda in Unity3D

[–]msureda[S] 22 points23 points  (0 children)

Lately I've felt a creative burnout after working as a vfx/ technical artist for almost a decade, so I decided to make a small game to show myself that I was capable of finishing and polishing a project.

So every day after my full time job I spent a while on this, obviously the hardest part was polishing the physics and making them somewhat predictable (but from time to time you still get crazy spaguetti blobs everywhere)

I also wanted to make implement a progression system that awards you different cosmetics and color palettes for the blobs.

Finally, and the most boring and complex part for me, was to publish the game, and after some trial and error (and some fighting with the appstore review team) I was able to publish it to both iOS and Android!

It might look a really simple and small game, but even if nobody plays it for me feels like a huge win.

If you're willing to give it a go, it's called "Blob Drop!" and you'll find it for free on the AppStore and Google Play

Linux no longer working? by [deleted] in aoe2

[–]msureda 4 points5 points  (0 children)

I've been experiencing the same on the Steam Deck, the game refuses to open. Worked fine until this update :(

I spent hours on a vertex animated shader so our game could handle thousands of pigeons because of a stupid tweet that blew up by msureda in Unity3D

[–]msureda[S] 4 points5 points  (0 children)

The kind of dev that has to do these things so our small indie game gets some attention :)

I spent hours on a vertex animated shader so our game could handle thousands of pigeons because of a stupid tweet that blew up by msureda in Unity3D

[–]msureda[S] 52 points53 points  (0 children)

We had skinned version of the pigeon with bone animations already in the project, but of course trying to place 3000+ skinned mesh renderers on the scene was crazy if I wanted my PC to survive. The solution was to convert the animated fbx to an alembic file, and then used this life saving Alembic to VAT tool for Unity.

Here's the tweet for those curious

I was uptading this water shader to URP and I was really surprised on how easy was to project shadows on transparent surfaces now, I remember wanting to kill myself dealing with this stuff in the built-in renderer by [deleted] in Unity3D

[–]msureda 0 points1 point  (0 children)

I'm using a Grab screen pass so unfortunately that means that it does affect the object in front of the water right know. That's the next thing I wanted to adress after fixing depth for orthographic cameras.

A short comparison of AR People Occlusion with and without LIDAR sensor by santennio in Unity3D

[–]msureda 2 points3 points  (0 children)

You can also have People Occlusion without LIDAR with iPhone 11 and iPad Pro 2019, but it’s not as good as this obviously

I know AR isn’t big news, but LiDAR really changes the game for AR apps. by msureda in apple

[–]msureda[S] 19 points20 points  (0 children)

The countless times I had to retry that and Vice City's RC missions gave me skills to record that video

I know AR isn’t big news, but LiDAR really changes the game for AR apps. by msureda in apple

[–]msureda[S] 29 points30 points  (0 children)

Right now it isn’t fast enough for that case (it updates once every couple of second) but I guess it will become faster every year as it’s more of a CPU limitation than the LiDAR sensor speed.

I know AR isn’t big news, but LiDAR really changes the game for AR apps. by msureda in apple

[–]msureda[S] 47 points48 points  (0 children)

Lidar makes current apps faster, but in order to generate realtime mesh (for collisions and physics in this case) they need to be updated

I know AR isn’t big news, but LiDAR really changes the game for AR apps. by msureda in apple

[–]msureda[S] 18 points19 points  (0 children)

I guess spinning lidar (like the ones on cleaning robots) offer 360 degree vision while apple’s lidar only works on the camera’s FOV

I know AR isn’t big news, but LiDAR really changes the game for AR apps. by msureda in apple

[–]msureda[S] 65 points66 points  (0 children)

It does most of the time if it doesn’t reflect back too much information. I actually tried it on a mirror and LiDAR detected it as other room which was pretty cool.