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• ### Similar Content

• I am taking an absolute beginner's game development course and we have just finished game jams in small groups. Our current assignment is to get feedback from people working in any aspect of game development. I would very much appreciate any feedback! The game is up on itchi.io (sound warning) https://wobbegong.itch.io/zombie-shooter It's essentially a very basic PvE.
I also have some things I'm wondering about, but you don't necessarily have to answer these.
1. Do you have any tips on working with physics? My group wrestled a bit with Rigidbody physics not totally working the way we wanted to -- jumping ended up kind of floaty and inclines seem to mess up movement. Alternatively... how can I build terrains with depth that won't result in wonky physics?
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Thank you very much in advance!

• ...if you got time to read and answer i would be happy .

So me and my co try to do a game.
It should be in unity couse my co do everything in this engine.

We got the rpg package from evila for inventor, but it only runs on pc right now.

I like to make a online store for guns in the game and a multiplayer open world that runs on pc, android, mobile, ps4, xbox one.
Somebody told me that you "only" need to program it like so and that its possible in every engine...

So if you are one of the lucky guys who could help me out or programm that, or even if you know a newer better package for maybe unreal which offers that - please let me know now.

• I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console.
This is my current code for this part of the program, it is attached to the bricks:
void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags.

Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.

# Unity Unity - GPU calculations (Noise)

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In my game, I'm using BillowNoise to generate caves for my planets - it's also currently the most intensive part of the game. Th game isn't very graphically intensive, so I wanted to know if there are any good ways to move calculations to the GPU, fixing the CPU bottleneck.

Thanks! Again, just an idea.

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Do you need to generate all the caves at once or does generating a single cave still incur a lot of overhead?

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When getting values for noise in the caves, it slows down the generation by 20%. This random noise (BillowNoise) is necessary to get the correct look and structure of caves. If the value returned by the noise is over 0.5, the given block is set to be empty.

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Sample a 3D texture containing random values.  Depending on your use case this needn't be a huge texture, and if you don't need 3D noise you can get away with a 2D or even 1D texture.

If you also need to get the result back on the CPU things could get exciting (or interesting) though.

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You could generate only every second voxel with BillowNoise, and average the empty voxels inbetween afterwards with neighbours.. This will give you a good speed increase, and you'll probably not notice any big visual difference :)

Example:

1x 32x32x32 chunk = 32768 voxels

1x 16x16x16 chunk = 4096 voxels

= 8 times faster, if you only calculate every second voxel in a 32x32x32 chunk :)

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You could generate only every second voxel with BillowNoise, and average the empty voxels inbetween afterwards with neighbours.. This will give you a good speed increase, and you'll probably not notice any big visual difference :)

Example:

1x 32x32x32 chunk = 32768 voxels

1x 16x16x16 chunk = 4096 voxels

= 8 times faster, if you only calculate every second voxel in a 32x32x32 chunk :)

I will implement this idea - Still wondering, though, if it's possible to have the GPU do the math for the noise.

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You could try supplying your shader with a random seed through a constant buffer, then use this function to generate random numbers based on voxel XYZ (like XY, ZX, YZ etc. supplied as input to the function, with the random seed added/multiplied/whatever to the input):

float rand(float2 co)
{
return frac(sin(dot(co.xy ,float2(12.9898f, 78.233f))) * 43758.5453f);
}