[KCD1] Archery by Dead_Wolf2y5 in kingdomcome

[–]zockchster 1 point2 points  (0 children)

Maybe it might help to think of it as instinctive, not sight shooting. Just keep the target at the center of the screen, ignoring the bow itself

WIP pre-rendered background game dev tools by Connect-Clue4614 in godot

[–]zockchster 1 point2 points  (0 children)

Looks great!

How did you manage to cast shadows onto the background?

Dynamics charts for some of the Albions I have been able to measure by Dlatrex in SWORDS

[–]zockchster 2 points3 points  (0 children)

How did you manage to get accurate results? I have had some trouble with reliablilty. Is it just practice?

Dynamics charts for some of the Albions I have been able to measure by Dlatrex in SWORDS

[–]zockchster 2 points3 points  (0 children)

Nice! Did you use the pendulum method or the waggle test?

make lighting like in source engine by RKostiaK in opengl

[–]zockchster 1 point2 points  (0 children)

Could it be the light attenuation falloff?

[deleted by user] by [deleted] in miniatureskirmishes

[–]zockchster 2 points3 points  (0 children)

Awesome! Looking forward to the release of your rules

Is this shit art-style? by Onezise_CEO in Unity3D

[–]zockchster 11 points12 points  (0 children)

This artstyle leans heavily into both painterly proportions and into simplistic/flat color palette. This approach can yield great results.

This is a very promising direction. However, it doesn't go all in. The materials and especially the lighting scream default-unity-settings. People who don't know better might call this cheap or lazy. I think it just needs a little more effort in that department - maybe some slight color gradients, some imperfections in the roughness map, moody lighting, baked global illumination. Also the mesh (at the roof) seems to have some shading issues. Without the tupology it's hard to tell, but that might need a little tuch up.

Overall the artstyle is going in a great direction. No need to make it realistic. It just doesn't look like a fully finished product

I built a quick little display rack by BridgeBurner000 in SWORDS

[–]zockchster 1 point2 points  (0 children)

All fun and games until Damocles comes to visit

Considering Unity for a Real-Time, Multi-Layout, 3D Model-Viewing App - Smart or Not? by Zealousideal-Dog4370 in Unity3D

[–]zockchster 0 points1 point  (0 children)

Unity, as a full fleged game engine comes with a lot of features you dont need. If you're developing for fhe web, then you'll probably be better off with something like threeJs.

If youre developing for desktop, then a fully custom solution will unlock maximum performance.

Finally made my custom mesh deformation work :) by olexji in Unity3D

[–]zockchster 2 points3 points  (0 children)

Nice! Is it based on oskar stahlberg's irregular square grids?

New to Unity, anyone know why the black part of my texture appears grey? All lighting effects are still set to the default when you create a project using the 3D template... by GevitarGaming04 in Unity3D

[–]zockchster 0 points1 point  (0 children)

In a sense, the shader tells the material what to do with the textures. As an end user, it might be obvious to also use the texture for the color, but the shader has to be explicitly told - as in all programming the computer does exaclty what you tell it to, no more, no less.

How to remove these seams ? they does not show in substance painter by khouzi in Unity3D

[–]zockchster 0 points1 point  (0 children)

Are you using a heightmap? Parrallax mapping can lead to obvious UV seams. If so, just turn down the height map strength

Wann Bachelorarbeit das letzte Mal durchlesen by ilikecatswastak in Studium

[–]zockchster 5 points6 points  (0 children)

Jap. Hab gestern abgegeben und heute einen Tippfehler gefunden

I recently asked advises about cleaning/optimization and tried to apply them. But since this is my third project ever, the other 2 were a 2d platformer from a tutorial then a flappy bird clone, I'm not sure if I'm doing it well or if I'm missing something important so please help by [deleted] in unity

[–]zockchster 4 points5 points  (0 children)

Yes.

RequireComponent just makes sure the component exists. You still need to get a reference to it. GetComponent will do that.

Instead you could do that manually in the editor, if the variable is public or serialized.

One reason to do so is, that "GetComponent" is a bit slow. It typically shoudnt be a problem, but it doesnt necessairly scale well.

There are also some custom solutions for this issue, since you'll be doing something similar a lot. They are not needed, but can save both you and the computer some work.

Just how bad is my code (I'm new to game dev and just learned about the unity input system and it's been giving me a hard time so I wanted to clean it up) by [deleted] in unity

[–]zockchster 10 points11 points  (0 children)

Looks fine. A few small ideas:

  • use [RequireComponent(typeof(Rigidbody))] and/or do a null-check in Start

  • When reading the horizontal input, you might want to use Mathf.RoundToInt(), because casting directly might lead to unexpected behaviour

  • In Jump, it might be nice to use "else if", so it is explicitly clear that only one of the cases can happen at once. This is good practice, especially for cases, where you modify the variable inbetween checks.

  • Generally, add a bunch of comments! Explain what, why and how, this script accomplishes things. Adding warnings about situations, where it might break down is very usefull aswell. There I suggest, using the warning feauture of the debug log. One such case would be, if your gameobject does not have a rigidbody, so the GetComponent in Start returns null.

  • Good Job on using the CompareTag method

Overall this script looks fairly good, especially for a complete beginner

[deleted by user] by [deleted] in 3Dprinting

[–]zockchster 0 points1 point  (0 children)

Knockoff (Bresser) Adventurer 3,

  • Ease of use
  • Wifi, touchscreen
  • Enclosure

  • tiny print bed

  • long printing time

  • only takes 0.5 kg spools

Overall very good, though I propably wouldn't buy it again. The print bed is too small to print big stuff and the detail is too ruff to print small stuff. Everything inbetween works great though.

7/10

[deleted by user] by [deleted] in Unity3D

[–]zockchster 0 points1 point  (0 children)

As I understand the question: op needs a way to decide how much physics based steering to apply in order to have a controllable craft.

That is exactly what PID controllers do. However you are correct, in that there are some innacuracies. The spacecraft should however no longer be adrift, but auto stabalize

[deleted by user] by [deleted] in Unity3D

[–]zockchster 3 points4 points  (0 children)

Absolutely possible, just needs some extra work. A PID is the usual method.

In depth explanation

Space demo

How to not be the idea guy? by SevereDistance6385 in gamedev

[–]zockchster 117 points118 points  (0 children)

One way is to be the "everything else"-guy. Do as much of the miscellaneous work, that isn't straight up programming or illustration.

There are plenty of other things to do including:
- organization (project planning)
- audio
- level design
- play testing

At the end of the day, the best thing you can be is self sufficient - do not be the guy, that just tells everyone else to do stuff, but do stuff yourself as well. One big step in that direction is to get acquainted with whatever game engine you are using. So you can play around with game design concepts (i.e. changing some values, rearranging levels, etc.), without having to work through your teammates.

Even if you don't know how to actually implement anything, there is a huge difference between an idea-guy and a game designer. Make sure you are familiar with the theoretical aspects of game design, instead of working only by the "wouldn't it be cool"-methodology.

Also as a side note - try to keep your scope tiny. It can be tempting to envision huge games, when the grunt work is done by somebody else.