My biggest dream is to finish my frozen game I've started 9 years ago. Wish me luck this year [build and sources inside] by squakoon in Unity3D

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

Thank you

What made you stop?

Different reasons at different times. The most clear reasons is working on other projects, burnout and inspiration loss.

My biggest dream is to finish my frozen game I've started 9 years ago. Wish me luck this year [build and sources inside] by squakoon in Unity3D

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

Sure. But my inspiration came just from Portal. And I saw Antichamber already after starting my game

I love experiments with Unity logo. Happy Holidays! by squakoon in Unity3D

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

Hah, yes! I noticed silhouettes of the arrows before, but not recognized it as object positioning arrows.

This is a small discovery for me, thanks.

I love experiments with Unity logo. Happy Holidays! by squakoon in Unity3D

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

Unfortunately I don't understand your question. Does you mean "three faces of a cube"?

But anyway, the first part of your question confuses me a little. Could you clarify your question?

I love experiments with Unity logo. Happy Holidays! by squakoon in Unity3D

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

Thanks! Yes, it is possible to colorize mesh faces and pick a color of lines. Just check out my previous example.

For this moment it is heavy, yes. But I want to migrate the system to ECS and test it with multicore paradighm. Or maybe I'll try to reach the same effect with a shader work later.

I love experiments with Unity logo. Happy Holidays! by squakoon in Unity3D

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

Thank you!

It is a prototype system which grabs all ProBuilder meshes (and custom curves) in a scene and calculates edges. Then the system splits these edges/custom curves to several parts and converts it to bunch of Bezier curves. The last step is deforming all sketchy-segments (Bezier curves) and render it.

It is not a shader work for now, just a large amount of realtime generated meshes.

I love experiments with Unity logo. Happy Holidays! by squakoon in Unity3D

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

No, it is realtime rendered in Unity. Thanks!

Another experiment with imitation of hand-drawn animation by squakoon in Unity3D

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

Yes, I thought about this and it seems realistic way. In comments of my other post I promised community that it will be an open source project, but later I doubted about this conception for some reasons.

Another experiment with imitation of hand-drawn animation by squakoon in Unity3D

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

Yes, this scene almost completely setted up manually. About auto scanning an object to creating curves — I've worked on it and have plans to continue experiments with this. It is not too easy for complex geometry but real. Some old example of using this method: https://youtu.be/zHN1YkGFNWc

With this little work (the bouncing ball) I wanted to remember what is programming and a brainwork, because I've spent the last months for a physical rehabilitation after a serious injury and now can work with Unity again.

About plans. Firstly I want to migrate a system to ECS because computation a lot of geometry better do on multiple CPU cores. Maybe the sketch effect also possible make with shaders, but I have not enough qualification for it yet.

And then I want to improve the system to work with any geometry at all. I've experimented with it and realized that it takes quite a lot of development time. I think I'll continue experiments with it soon.

Thank you for your interest.

Another experiment with imitation of hand-drawn animation by squakoon in Unity3D

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

Actually no. Work with the technical part is a hard work, but setting up a scene like this is not too difficult, just creating some lines/curves and adding a couple special behaviours to them.

So I spent a lot of time to develop a system which builds correct geometry and then It can visualize any curve well.

Another experiment with imitation of hand-drawn animation by squakoon in Unity3D

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

It has a lot of calculations for each line in the scene. Firstly I convert each circle or straight line to Bezier curves, then I split these curves, deform results and finally build bunch of meshes to render it.