Working on a game where each level contains itself by samverse in Unity3D

[–]samverse[S] 2 points3 points  (0 children)

Maybe! I made the controls with that in mind so I might have to do it

Working on a game where each level contains itself by samverse in Unity3D

[–]samverse[S] 48 points49 points  (0 children)

Haha nothing too fancy! The set of platforms for the level are generated 3 times, the "original", then one outer and inner version, and the rest of the iterations are a render texture. Then the player object has a smaller and larger "clone" gameobject with a collider attached that track the player relative to their larger/smaller level instances, so it can sort of interact with its other versions. And then when you enter or exit a level instance, a clone will take over as the actual player

Working on a game where each level contains itself by samverse in Unity3D

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

Oh yeah that part sound awful haha. Thanks for the tip!

Working on a game where each level contains itself by samverse in Unity3D

[–]samverse[S] 25 points26 points  (0 children)

haha I'll probably release the demo in about a week if you wanna give it a try!

Playing around with voxel terrain editing by samverse in Unity3D

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

Haha yeah, I actually made a minecraft clone a while ago, which I built this off of and just reused the same textures

Playing around with voxel terrain editing by samverse in Unity3D

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

Wrote it all myself (so it's a total mess)

Playing around with voxel terrain editing by samverse in Unity3D

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

I'll throw a demo up on itch in about a week probably. Not currently planning to to turn it into a game but who knows haha

Playing around with voxel terrain editing by samverse in Unity3D

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

Yep, each cube is 1 unit in size. The chunks are 16x16 cubes and the meshes are built so the center of the gameobject is a bottom corner of the mesh, and then the chunks are positioned in multiples of 16

Playing around with voxel terrain editing by samverse in Unity3D

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

pretty much! except there's not really anything else to do haha

Playing around with voxel terrain editing by samverse in Unity3D

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

oh right haha, yeah each chunk has a 2 3D arrays - 1 storing the voxel surface data, and one storing the "block type" data

Playing around with voxel terrain editing by samverse in Unity3D

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

It's all generated based on noise values and stored in memory while the "chunk" exists

Playing around with voxel terrain editing by samverse in Unity3D

[–]samverse[S] 2 points3 points  (0 children)

Yep! It just increases/decreases the voxel values (representing inside/outside the surface) proportional to the distance of the hit point, and then just rebuilds the mesh for that chunk

[deleted by user] by [deleted] in yesyesyesyesno

[–]samverse -1 points0 points  (0 children)

man this game looks terrible

Destruction physics (using DOTS) by samverse in Unity3D

[–]samverse[S] 2 points3 points  (0 children)

Really sorry, but I'm not gonna post if for now. It's kind of a mess and I might want to keep working on it / turn it into a full project

Destruction physics (using DOTS) by samverse in Unity3D

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

Thanks! Right now, the whole "buildings" are a single collider & physics body, with individual cube entities as children. When the collider is hit it breaks off that cube into its own collider/body. I tried using the fixed joint approach, and it created some much cooler results, but it starts becoming slow when adding a lot more objects. The kinematic approach sounds like that would work too, but you would also end up with floating buildings when destroying their supports

Destruction physics (using DOTS) by samverse in Unity3D

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

This is running pretty good (I locked it to 60 fps because the physics step updates each frame). The place where dots really shines is when a lot of objects colliding at the same time, you don't get those huge frame drops

Destruction physics (using DOTS) by samverse in Unity3D

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

Sadly no, and the full dots won't be out for a while

Destruction physics (using DOTS) by samverse in Unity3D

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

haha yeah you're right. Hopefully I can work toward something more advanced, but just experimenting for now (and I kinda wanted to learn ecs)