kruncher

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  1. Developers who are creating a game for the first time may find the idea of creating levels a daunting task. Unity is an extremely powerful engine and editor which gives the developer a lot of freedom, but with so much freedom where should a developer begin? This article covers some of my experiences and opinions of the level creation process. Please comment with your own experiences, techniques and criticism! Here are some of the concerns that I had when starting out with my first game: Should I create the entire level in a modelling package? What advantages would there be to composing the levels in Unity? Which techniques would be most suitable for mobile development? The truth is that there is no single "correct" approach. It all depends upon the type of game that you are making, the platforms that you are targeting, the version of Unity that you are using (Indie / Pro), and of course the level of skill that you posses! Level Creation Create bulk of scene using modelling package With the modelling package of your choice you can create the bulk of your scene with tons of flexibility. When taking this route I would strongly recommend creating an appropriate scene hierarchy (when supported) because this will make things a lot easier when working in Unity. I have also found it particularly useful to group objects using named empty objects; this avoids having to scroll through a very long list of objects in Unity! Whilst levels created using this approach will generally require more memory at runtime, this can lead to improved rendering performance. The only major problem that I found with this approach was with regards to changing and re-exporting the level. I found that on several occasions components (and component properties) that were assigned to sub-objects with the Unity editor get lost. This may have been something that I was doing wrong though... Compose scene in Unity Instead of creating and mapping the whole scene in a modelling package, create a selection of parts that can be reused. Compose your scene using the Unity editor by making the most of prefabs. This will often use less memory than the previous approach, however the dynamic batching of objects may be more intensive. When using this approach I did not encounter problems when updating meshes and re-exporting them. Use specialized extensions There are a number of extensions available from the Unity asset store that can make it considerably easier to create levels. It is well worth taking a look at what is available because there are some fantastic tools that can save a lot of time and hard work! Here are just a few that are relevant to level design: Rotorz Tile System - This is an extension that I created which aims to make it easier to design levels using 3D tiles. You can create tiles using your favourite modelling software and then import them into Unity for use within tile systems. You can control how painted tiles are transformed and can optionally be automatically oriented. UniTile (2D Map Editor) - Another fantastic tile based editor which specialises with 2D graphics. Easily create tiles from texture atlases and build highly optimized levels. RageSpline - Create and edit smooth 2D vector-style graphics. This is ideal for creating both levels and various other graphics. This tool can lead to some visually stunning effects with a similar look to Flash-type games. Procedural Generation This is an extremely complex topic, but in some scenarios it may be beneficial to dynamically build scenes. Scenes could be composed of predefined meshes or from procedurally generated meshes. Performance Considerations When modelling for games it is useful to keep the idea of draw calls in mind (especially for mobile development!). The number of draw calls increases for each mesh that is rendered (one for each material applied to mesh). There are a number of ways in which the number of draw calls can be reduced. Reduce the number of materials Use the fewest number of materials possible to achieve the visual quality that you are after. Where possible reduce the number of similar materials by combining multiple textures into a single image (often referred to as a texture atlas). In many cases this can significantly reduce the number of draw calls. The "Angry Bots" demo project that is included with Unity is an excellent example of this! Batching Both Unity and Unity Pro support dynamic batching which attempts to reduce the number of draw calls by submitting multiple objects that share the same material at the same time. Unity Pro includes the additional option of static batching which takes this a step further by combining objects that share the same material into a single object. Whilst static batching does require more memory, it can lead to significantly better performance. It is also possible to create a custom script that combines meshes at runtime, or a custom editor script. Number of triangles and vertices Keeping the number of triangles and vertices in a mesh to a minimum will improve performance, especially on mobile devices. More often than not additional detail can be added to a texture instead. Custom shaders can also be created to add detail to an otherwise flat object using special textures like bump and height maps (for example). For those who are interested in getting started with their own shaders, I would strongly recommend watching JessyUV's videos on YouTube! Originally published on May 12, 2012 in kruncher's Journal
  2. Unity, yes or no?

      Wow! that cloth shader looks amazing!   Speaking of lighting and graphical quality the following game that is currently in development looks fantastic:   https://www.youtube.com/watch?v=aSjdw7fiVsM
  3. Rotorz Tile System for Unity 3D

    Here are some annotated screenshots of our new tile system extension for Unity 3D!
  4. Hello Markk [attachment=12145:jump-node-explained.png] The above image was derived from images from the whitepaper: [url="http://grastien.net/ban/articles/hg-aaai11.pdf"]http://grastien.net/...s/hg-aaai11.pdf[/url] Please see lines 8-11 on Algorithm 2 (function jump) for the logic behind this. I hope that this helps you to understand why the successor node is forced in this particular scenario.
  5. Hey guys For those who are interested in Unity 3D I thought that it might be worth mentioning that the asset madness sale features lots of really good deals!
  6. Seams between tiles

    [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]Disabling mip-mapping is not the best idea. For one you will get strong artifacts when moving around and using detailed textures, and it is slower than using mipmapping[/background][/left][/size][/font][/color][/quote] I don't think that is the case for me because I have an orthographic camera. Somebody suggested to me that there is very little advantage to mipmapping for 2D... [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]As you can see, higher mipmap levels result in a relative broad border, so you can't just calculate it once and apply it to all levels. Either you need to ajdust it dynamically depending on the mipmap level (expensive, newer hardware needed) or you should repeat the border of your tile. As far as I remember the latter has been done in the id-tech5 engine (megatextures utilize lot of atlases).[/background][/left][/size][/font][/color][/quote] Very interesting, thanks for pointing that out.
  7. Seams between tiles

    [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]you need a incomplete Mipmap pyramid[/background][/left][/size][/font][/color][/quote] Are you saying that this applies when I have mipmapping disabled? [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]Texture arrays is still a valid alternative (i think TA were born for these problems)[/background][/left][/size][/font][/color][/quote] Yes these would certainly improve matters because I could take a completely different route. Unfortunately ShaderLab (in Unity) does not provide bindings for sampler2DArray
  8. Seams between tiles

    I've been experimenting and found that disabling mip-mapping on my texture and simply offsetting UV coordinates (on mesh, not in shader) by 1 / width and 1 / height of atlas using: [CODE] lower_left_uv.x += 1 / width; lower_left_uv.y += 1 / height; upper_left_uv.x += 1 / width; upper_left_uv.y -= 1 / height; upper_right_uv.x -= 1 / width; upper_right_uv.y -= 1 / height; lower_right_uv.x -= 1 / width; lower_right_uv.y += 1 / height; [/CODE] Whilst this seems to work (through trial and error) is there any logic to this? thanks
  9. Seams between tiles

    Thanks for the example! I will have a play :-) Also, the screenshots for Gnoblins look amazing, well done!
  10. Seams between tiles

    [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]3. Try to clamp to the tile borders using a shader[/background][/left][/size][/font][/color][/quote] Would you mind demonstrating how this works (preferably with a CG shader)?
  11. Need some advice on Game Engines

    Unity 3D might be a good starting point, you can pick from three languages C#, UnityScript (like JavaScript) and Boo. This is by far one of the easier approaches towards developing games. You can even download the free version from [url="http://www.unity3d.com"]http://www.unity3d.com[/url]. My advice is, give it a try and see how you get on! C and C++ are very good languages, but they can be a lot harder to learn than higher level languages like C# and Java.
  12. There are some fantastic extensions that make developing 2D games a lot easier. I would recommend having a browse through the asset store to see the various offerings. It might also be worth considering http://www.haxenme.org which is cross-platform and primarily (only?) for 2D games. It looks really good and I am looking forward to getting my teeth stuck in this myself.
  13. [color=#555555][font=Arial, Tahoma, Verdana]I recently received a question asking if [/font][/color]Rotorz Tile System[color=#555555][font=Arial, Tahoma, Verdana] could be used to paint 2D tiles. A tile is a three-dimensional object that is represented by a prefab. So the answer was yes, because a plane can be created and mapped to the tile texture. When working with tile sets it is generally a good idea to pack tiles into a texture atlas in order to keep the number of draw calls low.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]The process of creating such tiles manually is not an overly complicated procedure, but can easily become time consuming. A plane mesh must be created for each texture atlas mapping with varying UVs for each tile. A tile brush must then be created for painting with. So I decided that it would be useful to add a utility window to ease the process of creating 2D tile brushes.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]The following video demonstrates the process of creating a 2D tile set. The video then proceeds to demonstrate the creation of an oriented tile brush using the automatically generated tile brushes.[/font][/color] [media][/media] [color=#555555][font=Arial, Tahoma, Verdana]Credit for demo atlas artwork: http://mapledev.tumb...35/howtotileset[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana]1. Ensure that Mip-Mapping is disabled for texture atlas from image import options.[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana][/font][/color] [color=#808080]Example of a 3x3 tile set for a grassy platform[/color] [color=#555555][font=Arial, Tahoma, Verdana]2. Open "Brush Designer" window and select "Create Brushes from Atlas" button from lower left of user interface. This should display the following window:[/font][/color] [color=#555555][font=Arial, Tahoma, Verdana][/font][/color] 3. Click "Select" button to right of "Texture Atlas" and select the tile texture atlas. Alternatively you can simply drag the texture from the project panel into the "Texture Atlas" field. 4. Specify 3 rows and 3 columns to define individual tiles. 5. Tick "Add Collider" checkbox to automatically add a box collider to each generated tile. This will reveal a "No Collider" option for each brush that will be generated which allows you to exclude specific brushes from having a collider added. This is useful for inner tiles that cannot be collided with. 6. Tick "Static" checkbox to indicate that tiles will be optimized when tile system is built. 7. You can then name brushes as desired or use "Auto Name" to name brushes automatically. Do not specify a name for brushes that you do not want to create. 8. Click "Create Brushes" and then you should be able to easily paint with 2D tiles:
  14. Need Help With Game Maker

    Yes that's right, exactly what Bibek Dahal said.
  15. What language should I choose?

    @levela It looks like your decided, but here is something that I discovered yesterday in the Indie Developer group on FaceBook: [url="http://www.haxenme.org/"]http://www.haxenme.org/[/url] - NME targets iOS, Android, webOS,BlackBerry, Windows, Mac, Linux andFlash Player using your same code. It looks pretty cool, I am going to have a play with this today.