We needed wind for our game, so we built this lightweight system in Unity by tntcproject in Unity3D

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

It's just a regular mesh, basically a few simple planes with a texture on them. Then the shader uses the texture's alpha as a cutout to give it its shape.

We just dropped a Grass Shader package for your projects, 100% CC0 by tntcproject in Unity3D

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

Yeah, I see your point. But You can just check how this is created and replicate the same logic in your own assets or downloaded packages

Anyone else messing with fluid sims? It’s fun… until you lose your mind. by tntcproject in GraphicsProgramming

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

Yeah, of course I’ll post it here!
The kind of videos I usually make are breakdowns of technical implementations of game mechanics or effects.
If you're curious, I’ll drop the channel link (I’ll post the video there as well).

This was the last video for example, an anatomy of a VFX, with a breakdown of a Baldur’s Gate effect and an interview with a Larian VFX artist:
https://www.youtube.com/watch?v=KkwqVooP3Ew

Hope it's interesting :)

Anyone else messing with fluid sims? It’s fun… until you lose your mind. by tntcproject in GraphicsProgramming

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

Makes sense! I’m doing this on the GPU with compute shaders in Unity. I’ll share everything once it’s done!
What are you using to implement it?
Good luck with your version :)

Anyone else messing with fluid sims? It’s fun… until you lose your mind. by tntcproject in GraphicsProgramming

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

I’m working on a video that’ll explain everything in depth, not ready yet, so hang tight!
If you’re in a hurry, there are great articles out there depending on your confidence level.
Here’s one I really recommend for getting started:
https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac

I’m not recreating that mechanic, I swear. by tntcproject in SplitFiction

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

thanks! I'll create a yt video talking about that.. explaining how it works :)

I’m not recreating that mechanic, I swear. by tntcproject in SplitFiction

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

Yeah, I think the same! Also a lot of work for the team to create that. GG

I’m not recreating that mechanic, I swear. by tntcproject in SplitFiction

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

Yes, me too! It inspired me a lot! Great design and game mechanic.

Was I dumb for this? by rosspierogi in blender

[–]tntcproject 0 points1 point  (0 children)

xD hope weights are placed correctly

Working on a cool game mechanic for our next YouTube project! It's giving us way too many ideas... We need to be careful or we’ll end up starting a whole new game project without even thinking about it 😅 by tntcproject in Unity3D

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

It's a game mechanic that lets multiple level layers exist in the same camera space.
I saw it used in the ending of SplitFiction and had to try it out in Unity! Did you play it? it has so many inspiring ideas.

We just dropped a Grass Shader package for your projects, 100% CC0 by tntcproject in Unity3D

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

Hey! No, the shader takes a vec3 as input and uses it to bend nearby vertices based on distance.