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The Creepy Substitute Teacher DEMO

The Creepy Substitute Teacher DEMO
PascalChaumette
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PascalChaumette
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I've been a 3d artist in the game industry for several years now. I've always wanted to push my 3d work to the next level. Unity 3.4 has made this possible and over the last 10 months I've been learning the ropes. I really look forward to Unity 3.5..

The Creepy Substitute Teacher demo will be available to play soon and I hope some of you enjoy it. Although simple in it's game play and mechanics, the design still had it's challenges. Having an art background allowed me to quickly iterate 3d assets for reasonable poly count and draw calls. The way Unity makes that easy allowed me to focus on coding. To my surprise the engine made scripting easier then I thought to and much more rewarding compared to engines I've tried out in the past.

Since this is one of my first completed CST demo's I don't have any plans to expand or iterate this build any further. Having learned so much with this last project I'm already roughly planing out other game designs.
cheers!

paka3d
www.pakagames.com

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  • Image Comments

    • Feels nice to have this functionality now. The code is ugly. Maybe even a do over. I see what you mean about line picking. Even with the thickened back buffer line size, It's a little wonky.  Forgive my stubborn  Thank you for the interaction. I can see now how zone management would feel better.
    • I do read the one pixel under the cursor directly but I'm using that back buffer twice per frame. Once to render the gizmo with a much thicker line width (6.0) pick from that. Clear and render the scene and thin lines (1.0) and present that.. yeah, requires a flush...didn't see a reliable way around it. 
      I thought about ray casting or similar but for me the better path is to keep my head on the shader side. My goal is to see how far I can push it in that space...I have some post process (or I guess it's called deferred) hopes and dreams for the point lights  
      humble attempt in the current source branch.
    • @MarkK. The picking video looks nice.
      Are you directly reading color in buffer under given pixels for gizmo? Or using a different trick?
      I'm quite curious as I remember using the same, but other people who worked with engine were complaining that hitting specific pixel is too hard (I've switched to analytical model where I calculate distance against line/circle and select the correct one - and it tends to feel a bit better).
    • One of the things I seemed to have ignored in my hobby career (besides shadow) were the rest of the off screen buffer glory. Learned a bit of magic this week. We're still approaching my comfort zone,  but uncharted territory is on the horizon.
    • Wow! Looks amazing.  
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