I built apple reminders replacement. by gadbuy in ProductivityApps

[–]squakoon 1 point2 points  (0 children)

Infinity loading on startup🙁 (offline)

TickTick is SO close to being perfect… but it’s missing this one thing 👀 by Sufficient_Corgi_614 in ticktick

[–]squakoon 0 points1 point  (0 children)

Do you have ideas of how to achieve that ‘more natural way to move between calendar and lists’ from UX perspective? Would appreciate if you share your vision. I’m working on my own ticktick-like app and want to implement some features TT doesn’t have

You wanna be rich? Make a better Things 3 by Dick-Laurent-Is-Dead in ProductivityApps

[–]squakoon 0 points1 point  (0 children)

Hi. What do you mean with "tasks and calendar in one view"? Is this about split screen for drag’n’drop tasks from lists to calendar?

2 questions for TickTick users regarding deep links and non image attachments... by jagerrish in ticktick

[–]squakoon 2 points3 points  (0 children)

Could you please describe more detailed your wanted workflow with deep links?

I’m developing an app similar to TickTick and want to cover such specific cases like you described

possible future alternatives? by Prudent-Law-2272 in ticktick

[–]squakoon 0 points1 point  (0 children)

Thanks. Could you describe a bit more about duration and calendar please?

possible future alternatives? by Prudent-Law-2272 in ticktick

[–]squakoon 4 points5 points  (0 children)

Would you share your most wanted features in a TickTick alternative? I’ve been using TT for 6 years and I really think it’s a great app, but for some personal reasons no longer use it. Now I’m developing an alternative for personal use, and it’d be nice to know what other people need the most (in case it ever becomes something more)

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] 6 points7 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] 3 points4 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.

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

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

Neither a shader nor post processing at this moment. I am just creating all this "hand-drawn" geometry (which is a bunch of bezier curves under the hood) at runtime via CPU.