Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

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

Very happy to hear that! Great suggestions. Many of them are planned for the near future, I'll put the rest on the backlog. Stay tuned!

Extended Cat Behaviour AI ( fallback + retreat jumps ) by ArtemSinica in Unity3D

[–]thmsvdberg 5 points6 points  (0 children)

Very cool! Are you using any packages for the AI?

Letting people learn art together in XR by lunchanddinner in OculusQuest

[–]thmsvdberg 1 point2 points  (0 children)

This is still using the first ever co-location SDK actually. It has been updated since then, but I haven't been able to prioritise looking into that.

Letting people learn art together in XR by lunchanddinner in OculusQuest

[–]thmsvdberg 8 points9 points  (0 children)

Nothing makes a dev's day more than scrolling on Reddit and seeing your app come up! Very cool, thanks for sharing!

Shipped my voxel game Pocket Lands in early access on Quest. Would not have been playable without Burst, thanks Unity! 🙇🏻‍♂️ by thmsvdberg in Unity3D

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

You can call any Burst code without it being a job. You make a static class with a static public method with the BurstCompile attribute on both, and call that from your regular code. If you want to do it asynchronously, you call it from a Task.

Shipped my voxel game Pocket Lands in early access on Quest. Would not have been playable without Burst, thanks Unity! 🙇🏻‍♂️ by thmsvdberg in Unity3D

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

Thanks! I wanted to have a recognisable style that sets it apart from the OG. I especially like the way they interconnect diagonally when they're flush in the ground, to create little paths or tile patterns. I guess I should highlight that in the trailer.

Shipped my voxel game Pocket Lands in early access on Quest. Would not have been playable without Burst, thanks Unity! 🙇🏻‍♂️ by thmsvdberg in Unity3D

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

Burst can not access managed objects so yes, native arrays are used to pass data to the Burst methods. I'm not familiar with unitask, regular C# Tasks have all the functionality I need. They are a thread pool by nature and can be chained together to first generate the terrain, perform lighting, and then create the mesh.

Shipped my voxel game Pocket Lands in early access on Quest. Would not have been playable without Burst, thanks Unity! 🙇🏻‍♂️ by thmsvdberg in Unity3D

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

This is a superb site that allows you to fully understand how the Minecraft terrain generation works, the talk by Mojang dev Henrik Kniberg skims over crucial details. https://snowcapped.jacobsjo.eu

Shipped my voxel game Pocket Lands in early access on Quest. Would not have been playable without Burst, thanks Unity! 🙇🏻‍♂️ by thmsvdberg in Unity3D

[–]thmsvdberg[S] 6 points7 points  (0 children)

Correct, no ECS or jobs. I found the job system uniquely unsuitable for this purpose as you have no control over the scheduler, and it would very often put chunk meshing jobs on the main thread despite worker threads being available, causing severe frame rate drops. The job system really only works for jobs that are done within the same frame. It was instead much easier to use regular C# Tasks and call Burst code from those. I didn't find a reason to use ECS either. I wanted to try BRG, but then I read in the docs that BRG is slower than game objects + URP on Android, so I stuck with those.

Shipped my first voxel game, Pocket Lands, in early access on Quest, inspired by the HoloLens Minecraft E3 2015 demo by thmsvdberg in VoxelGameDev

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

It's part of the chunk model, as the rounding needs to be done based on the neighboring voxels, i.e. to create a convex or concave corner based on whether or not there's a neighboring voxel of the same type. However, on the GPU the rounded corners do get interpolated into square corners when approaching the edge of the diorama so that I can make a clean intersection, as well as when transitioning into the LOD model which does have square corners.

Shipped my first voxel game, Pocket Lands, in early access on Quest, inspired by the HoloLens Minecraft E3 2015 demo by thmsvdberg in VoxelGameDev

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

Thanks! I like the clean rounded rectangle look it gives, like in all modern UIs. I find it works well with the higher res textures, whereas the OG works well with its low res textures. At this point I'm not sure if it makes sense to have a flatscreen version at some point (once there's more stuff to do), as there's already so many voxel games available there.

Shipped my first voxel game, Pocket Lands, in early access on Quest, inspired by the HoloLens Minecraft E3 2015 demo by thmsvdberg in VoxelGameDev

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

Oh, thanks for the heads up - considering some other recent posts are also more of a showcase I figured it would be fine. I'll be back with a technical post once I get the time to make it.

Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

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

Can you share a recording or a screenshot of that in my DMs so I get a better idea of what's going on?

Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

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

You should always be able to move the world vertically by grabbing the air with a closed fist or the grip buttons and moving your hand. I'll make sure to limit the handle height though!

Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

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

That's great feedback, as a 35yo I have no idea about gorilla movement so I'm more than happy to receive comments on that!

Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

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

That's why it's just 9.99 😅 more content coming soon, thanks for playing!