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Found 1000 results

  1. jb-dev

    Spa V3 w/ plants

    From the album: Vaporwave Roguelite

    This is a nicer version of the spa room, plants included!
  2. Last week, there was a lot of thinking going on... There's still is least one new room plus many different refactoring. The Spa Firstly, there's a new room: the spa. This is a relaxing and zen room filled with classical Vaporwave aesthetics. I've based it on really generic Vaporwave images around the internet. The gist is that the player can cure its status effect by interacting with either massage table in the back. You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel). This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running. The water is also being used in the restroom's toilet. There might be other places where it might pop up in future rooms. Minor Changes I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible. Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms. Changed the palette texture. Colours are now more distinct from each other and more contrasting for at least the default palette. This is due to some feedback saying that the palette was too much pink... Changed how most solid colours meshes are being rendered so that they rely more on the palette texture. This means that changing the current sub-pallette or even the texture itself will dynamically change the colour of those meshes as well. Made the palette initializing run within the Unity Editor. Now there's no need to run the game only to look how models are shown. This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated. Refactored the RNG. Now each level has its own isolated RNG state. This means that actions taken in one level won't influence the next one anymore. This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot. There's still some tweaking to do, but overall the isolated RNG system is in place. Many bugs were corrected, particularly with shaders. Next Week Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff. Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design... There's a lot of work ahead. The good news is that heavy modelling is momentarily stopped. The following week will be fundamentally a coding one...
  3. Ordnas

    Rocky Knight

    Rocky Knight https://ordnas.itch.io/rocky-knight Rocky Knight is a Beat 'em up prototype game developed by Alessandro "Ordnas" Capriolo. Featuring the beautiful 3D fantasy assets from Synty Studios, and the music scored by Aaron Krogh, Rocky Knight builds upon a classic gameplay with a fresh story and dangerous boss fights inspired by the arcade-style from the 90' like Double Dragon, Knights of the Round and Final Fight. If you liked this game follow me on Twitter: https://twitter.com/CaprioloOrdnas
  4. Jonty K.

    Unity Jittering in game

    Hi, i just made a simple game. An infinite cube runner typish, i used object pooling for repeating platform and and another object pool for obstacles(that are to spawn randomly on x axis), but the game is jittering too much, please give any improvement for any efficient solution in the scripts i have attached below, would be greatly appreciated btw i like to build this game for mobile device(android). PoolManager.cs Spawn_Obstacles.cs
  5. Color Fiesta is a collection of best and most addictive color matching games with minimalism graphics and unique game level design that suitable for kids and adult. You can play the best color matching game like Match And Catch, True Color, Color Roulette which are easy to learn and fun to master in one game. As a color matching game lover, you don't need to spend time searching new brain teasers any more. We will give you a ONE-STOP game experience from now on!Games you can play in Color Fiesta★★ Match And Catch ★★Simply rotate the blocks so that the side of the block that face the falling ball has the same color with the falling ball. Make sure you are reacting fast enough to keep rotating the block to match the color of falling ball.★★ True Color ★★There are several options appear on the screen, only tap on the options that the color is match with the text of the option. Stay patient and look carefully before you make your choice!★★ Color Roulette ★★The roulette is keep rotating, make sure you only tap on it when the section is match with the color of the pointer! Beware, it's keep speeding up!★★ And many more games ★★We will constantly adding new game so that you can keep having fun with us without spending much time search for your favorite games!Time and patient is the key for you to complete all levels.Please feel free to leave your review or feedback to us @ bigcheeseapp@gmail.com! We'd love to hear from you! Download now from Google Play or scan the QR code below Download now from App Store: Coming Soon...
  6. Eagleman95

    [Game] Head Stall Soccer

    Hi everyone, I release my new game Head Stall Soccer, your goal is to keep the soccer ball over your head without letting it fall. I'm relatively new in gamedev so feedback and suggestion are appreciated. Here is the link: https://play.google.com/store/apps/details?id=com.EBDev.HeadStallSoccer
  7. jb-dev

    Spa V2

    From the album: Vaporwave Roguelite

    A new remodeled spa room. Gone is the grid structure and in with light and simplicity. I've also retouched the default color palette here and there. I do believe that it's more vaporwave that way.
  8. Random Number God is a card/strategy game where you defeat randomized robots by rolling dice, and use cards to alter the probabilities and effects of those rolls. It's in a very early beta stage and pretty much only the main gameplay core is finished (battles, cards, deck building). This is more of a testbed where you can fool around with the battle system. I would appreciate some feedback on the core of the game before adding bells and whistles. You can find the project page over here: I would very much appreciate any feedback on this, since it is a very unusual and hard to analyze breed of game. Is it fun? Is it too easy or too hard? Are any of the cards too broken or too useless? Anyway, thanks for your time and all that. Cheers.
  9. Hi everyone, Is there a way to allow mods, adding assets and code, to a Windows/Linux/MacOS Unity based game? We've tried googling for a bit and haven't really had much success. We are developing an RTS game with a large focus on resource management and production chains. We feel like the game design and logic engine are very well suited for mods and extending the amount of buildings, goods, research technologies and units, but we've had some trouble figuring out how to support this. Is it possible at all to begin with? Are there licensing aspects to deal with as well?
  10. Hi community ! Check out my new "Magma Chamber" sound design track. What do you think ? Would you use it for your projects involving volcano sceneries ? You can find this sound and more volcano sounds on my website: http://www.ogsoundfx.com/
  11. Plummet Studios

    End of the Line Progress (10/10/2018)

    "End of the Line" development has been at its fastest since the beginning of development, trying to reach its mid-late December Alpha release! Some amazing work has gone into the planning of such a complex story universe with many characters, groups, and locations all coming together to form one story. Expect the hints of the large mysteries involved in the series to start coming out around Halloween! Gameplay-wise, the game has received some major fixes and work on the code since the beginning of the month. Most of the voice actors planned have recorded their necessary lines so we're waiting on some last minute stragglers to finish up! It's very exciting to see all the effort that people are putting in for this game. A new story route is being finalized which will change the end drastically and allow for more choices to affect gameplay. The interactivity between the enemy and environment is being implemented as I type! It has been an amazing week for development and I can't wait to update all of you guys!
  12. Slyxsith

    Full Speed Ahead!

    NOTE: Guys at the time of writing this developer update I have made the decision not to rebrand the project. To anyone who has worked with me on development in the past, Aakrana has been around for over a decade. It's been a vehicle on a journey of learning, discovery and many great adventures. I had planned to relaunch production as Saryn: Kingdom of Thrones but really it was just a name. Just wanted to be completely transparent with what is going on. Aakrana and the gaming systems that were designed for it are back in play. Long live Aakrana. Sorry it’s been a while since I’ve updated the blog. The good news (and there is lots of it) is that the progress we’ve made on the servers in the last month and a half has been staggering. We went from basic account setups and some basic network code across multiple instances to integrating some of the most foundational systems to kick off alpha. In the last 4 weeks we have: - Implemented our advanced questing engine - Implemented tiers 1 through 5 of the resource harvesting system - Itemized Resource harvesting for Lumbering, Herbalism, Farming and Mining - Implemented phase 1 of crafting (Currently Blacksmithing) - Implemented our first pass at day and night cycles - Upgraded the starting area assets (more on this later) - Improved the chat system - Added personal banking and storage - A bunch of gui improvements/functionality (In game compass bar, login screen updates, character selection updates) - UMA character models are in game - A lot more… All of the above has been fully integrated and is testing well on our headless servers. We are slightly ahead of our planning roadmap for pre-alpha completion by the end of November. I’ll attach a couple of screenshots to this blog for your enjoyment but I have a couple of messages I want to pass on at this point. 1) If you are skilled in UMA character management, 3D modelling and or building/integrating 3D animations and want to talk about how you can be a part of what we are building I would really be interested in talking. Please head to our website and hit the opportunities link in the navigation bar to see more details 2) If you are a 3D modelling professional and have fantasy RPG asset bundles for sale that are Unity and UMA compatible and are willing to offer us a an amazing “special offer” please get in touch. 3) Are you a 2D fantasy artist and interested in showcasing your talents through our website and in game screens? We are currently so focused on delivering an awesome player experience with our in game systems that we could really use a talented 2D fantasy artist to help us spruce up our web presence. Things like loading screen artwork and GUI upgrades are all on our roadmap but if this is something that interests you we’d love to have a conversation. I would like to be clear (and the website has all of the details on this) this project is un-funded. Every cent that gets spent is money I am taking away from supporting my family. I am doing this project because I have a passion for game development and over 15 years working in the indie game dev world. We are looking for individuals with a similar passion and commitment who can work in a professional manner for the love of what they do. If this sounds like you please get in touch. Thank you for reading this latest blog. Looking forward to the next one.
  13. What a great week it's been on the development front. Completed the coding and testing of the Master/Login servers, built the standalone client, added in the new chat services we have been working on... The list goes on. But, as with anything great, you take the good with the bad. I messed up the repository by trying to sneak some changes into a file, accidentally deleted the repo copy aaand.. lost a couple days of work but HEY! That's what makes this exciting right? The development community has been amazingly helpful. A resource system is ready to implement, mounts are ready to implement and updated GUI elements are now pending a push to Test. I spent a couple of hours today working with the community group testing an upgrade to the network layer. The results were outstanding. We capped out at 107 unique clients connected to the hosting server (which was a 4CPU 3.3Ghz 8gigRAM ) and there was no errors or hiccups. This was with 100+ people in a tiny area all updating each other with network packets. Was a beautiful sight to see. We then ran a similar test with the old network code and the server ended up melting down at 80 clients in the same general area. We started to see errors at 50 but the whole thing went south for the winter at just over 80. So what does this mean for indie MMO development? Let's put it in perspective, Path of Exile never really has more than 20 people in a town at a time, World of Warcraft rarely has 100 people in close proximity (as in field of view top LoD). Even Elder Scrolls Online rarely sees 100+ player battles in close proximity. Albion online turns into a slideshow with 60+ people in a zone. I for one was very very pleased with the network results. This tells us we can have hundreds of players in an instance and a large portion of them in very close proximity. (Towns and cities anyone?) A massive amount of work has gone into the Unity HLAPI-CE network layer and it is really starting to show. Big props to vis2K and Paul and the rest of the development community for their work on that asset. This can change indie gaming development in such a positive way. Next steps? I am going to implement some of the new systems into the game like mounts, GUI updates and harvesting. These are foundational and allow for testing and need time for debugging. I’ve had the servers up for 4 days now and everything is running awesome. The Database is happy as a clam, the chat servers are good and... once I fix my boo boo with the client (related to the chat system but it desychn'd the entire client build arg!) we'll be in great shape! At this point I am comfortable saying that I anticipate putting "Milestone 1: Servers and core infrastructure" behind us this weekend and move on to feature implementation. The faction system is coming along well. I watched a test of AI fighting each other based on faction checks, very cool. Building an mmo is a massive, just a sec need that to sink in... I mean MASSIVE with a triple bold capital flashing letters M A S SI V E undertaking. Taking a project based approach, defining sprints and milestones and stabilizing your core game systems is, in my opinion, the only way to start. It's not about fireballs and story writing or anything else. Having the coolest fireball spell in the world means nothing if the server desynch's every time you cast it. I am hoping to put the website back up for the game "soon"(tm) but really focused on the nuts and bolts right now and not trying to make the project look all snazzy. I anticipate having some pretty cool screens and our first video footage in the next 2-3 weeks. That being said I am out of town for a week shortly so here is hoping I can get some stuff done. If any of you are experienced Unity3D world builders with a keen sense of poly optimization, LoD and occlusion feel free to drop me a line. World building is tremendously fun but.. I will be the first to admit it's really not my forte. If you want a project to showcase your world building talents and create some wicked in game video of your worlds we should talk. And remember... It's your world now!
  14. Slyxsith

    Meats back on the menu boys!

    Been the better part of 7 years since I've been on GameDev. And yet somehow the site has managed to persevere without me... My professional carreer has been front and center for me for the better part of the last decade. I have tinkered around here and there with some indie developments. Working with others to forward their products and sometimes diving back into my own little creative pools to forward my coding and design work. I'll tell you one thing though, game design still inspires me. It calls to me and every time I start it back up I come up with great insights and proof of concept ideas that really get the creative juices flowing. So here we are once again. I've reopened the studio and Aakrana is back on the table. Not because it's some kind of sacred cow that is awesome and the concepts I've been fussing over for the better part of a decade are going to make the next great MMO... More specifically because I know there is something awesome that I can provide gamers. And let's be clear not all gamers. My professional carreer has taught me something over the years. Focus on something you are great at. Find your market for it and embrace that market like no tomorrow. I don't want the next great "WoW killer", I just want to provide gamers my version of enjoyable online gaming. Ive been focussed on it for years, I know many others have been looking for it, and I think Aakrana is ready to be that outlet for a niche of people. Indie game dev is exciting. Every 3-5 years when I come back to the table, the middleware is so much more advanced, the talent pool is so much broader and the resources to run servers and online games is so much more affordable. I have been working with Unity for the better part of 5 years now. It's a great platform. There is a strong community of developers and a tremendous ammount of succesfully released products. Coming back to this now I spent the last few weeks firing up my server farm, upgrading to the latest mySQL and getting servers rebuilt in the latest version of Unity. The servers have been up for a week without a hitch. My character is level 6!!! (which is amazing considering Aakrana will be a level-less world ) but most importantly I am ready now. I am ready to make the investment once again in time and money to take this little beast to where it needs to be for people to start enjoying it. Stay tuned fellow indies. More to come
  15. Hey there! I'm new to being a game dev. My main skill sets are in art, writing, and design (gonna drop a link to the portfolio I use to sell at conventions): http://brakinja.blogspot.com/2018/02/piece-examples.html So, my game was picked up by my university club 6 months ago, and me and a VERY small team have been trying to a demo happen. The problem? It's 1) a club project, so it's not at the top of people's to-do lists, and 2) I'm not a programmer, so even if I WANTED to get stuff done with it (and I do want to get stuff done), I can't. I'm needing to rely on other people to make my game for me, and I think I'm starting to get a little over it (not knocking their effort, mind you). The main problem, is, again: I'm not a programmer. At all. I have no experience, and though I'm making progress in learning, I'm pretty far away form the skill of others that I work with. I'm a man on a mission to get skilled enough to work on his own darn game. The game will involve visual novel-esque dialogue, choice branches, a cutscene system reminicent of games like Gravity Rush and The World Ends with You, and of course, a tactical RPG combat system much like Final Fantasy Tactics and Fire Emblem. I've always been bad at Unity (not a programmer), and while Game Maker has been giving me better luck (I can actually make something move in Game Maker), I'm worried it can't do what I need it to do. God don't get me started on making an isometric map. So here we are. How should I approach learning how to do this so I can help my future team (I know this won't be a solo project), what tools are out there I should consider, and what engine can help me make this game happen?
  16. Hello there, I'm Duco, a dev working on SpatialOS. I just wanted to let you know that today, following lots of feedback from devs, we launched our new Game Development Kit (GDK) for Unity. It helps you to quickly create, iterate and grow your multiplayer game. Early adopters have already described it as a huge improvement over our previous Unity integration, but I wanted to see what you thought. To help with that, you can try out our open-source example FPS, which will give you out-of-the-box access to a 200-player experience and modify it for your own game idea. For questions or help, our developer community will welcome you on both our forums and our Discord server. Finally, for those of you who will be coming to Los Angeles for the Unite event at the end of the month, we are holding a Happy Hour event. You will be able to talk with the technical and product leads behind the GDK, and see how it puts the multiplayer game that you have always wanted to build within your reach.
  17. Hello Folks, We finally completed our first game - and need feedback on the mechanic, gameplay and design. Game : Fungry Birds is a fun, endless casual game about defeating..err.. eating your enemies. 4 hungry birds are inside a hacked drone in the space. With their beaks out. You steer it in a gravity less space - looking for aliens and gulping them! The hacked drone rotates continuously and you have not control whatsoever!There is one catch though - Birds can eat only the same colored enemy! Here is the complete story of our development. It contains all the twists and turns of our development cycle, hope you guys like it! You can watch the trailer here If you want to try the game on Android, its on Play Store! Some Screenshots attached below.
  18. jb-dev

    Looking at a mirror

    From the album: Vaporwave Roguelite

    This is a picture of the player's reflexion onto a mirror. It's all real-time, it's essentially unity's water shader stripped out of anything useless in a true mirror scenario.
  19. Hello, Emmersion Studios LLC is looking to add a programmer for our MATCHINO development team. We're a startup studio (in business for the past 7 months) planning for a release in November. We've hit a bump in the road and need some help from an additional programmer. We have a comprehensive go-to-market strategy, we feel we have a strong marketing design with the core demographic we're aiming for, and all of our legal eggs in a basket (incorporate, registered with the state, EIN number, rev share contracts, TOS and Privacy Policy). In short, not only do we plan on making more games in short order, but we also plan on building a whole business that will hopefully create jobs for us in addition to fantastic games. Right now, we're a revenue share, but this project we're working on is an important part of making a stable game studio and business so we can create even more content very soon. For more information, please visit our website at: EmmersionStudios.com Please PM me if you're interested. -Sam
  20. Like last week, the room development is still in progress. While there are two new rooms I've also had time to tweak the lighting a bit here and there. New Lights Basically, I've tried to change the lighting of most rooms. First thing first, In order to properly shade the inside rooms I've used invisible shadow casters. At the time, it was the cheapest and quickest way to deal with it when I've started. I did find out that another quick way to do this was with layers and light culling masks. Basically, every game objects that are inside sealed rooms is given a specific layer. That layer, in particular, was made to ignore the global directional light altogether. This means that there were no more need of these shadow casters (except on some opened rooms like the temple; the directional light can actually illuminate the room if the angle is good enough) I've also tried to fix the lighting in most rooms. Although not completely finished, it is getting prettier: The VIRTUAL Clinical Research Center As one of the newest rooms, this one represents a fictional clinical research facility named VIRTUAL Clinical Research. While in this room, the player can actually take part in a dodgy clinical trial involving either a strange cream, pills of unknown content and glowing fluids inside syringes. Each test takes away part of the player's health in exchange for cold hard cash. The ratio of health and cash is actually one to one as of yet. Taking the cream gives 5% of damage, the pills are 10% and the syringes are 25%. This room is quite useful if you're in dire need of cash, just like in real life. (except you don't get hurt as often in real life...) The Restroom This room is quite special. It a rather small room that is actually a normal public restroom, complete with a toilet, a sink, a real-time working mirror, a hand dryer, etc. Although not functional right now, the idea is that the player can flush down one of its piece of equipment down the drain. You can only flush one piece of equipment per restroom because, well, toilets aren't really made to be able to flush down metal armours really... For those who don't know, a piece of equipment acts like a relic but is actually set to a specific equipment slot. You can only have one piece of equipment of a specific slot (for example, the player can have only one pair of gloves because it would be overpowered otherwise). Like most RPG, different pieces of equipment have different types of stats bonuses. Each piece of equipment also has a focus alignment. This means that while the player is wearing those, its focus will progressively be drawn to whatever alignment the equipped piece is. There will also be additional stats bonuses that are applied if the player's focus matches a worn piece of equipment. But anyways, the reason the restroom isn't functional is quite simple: there's no piece of equipment yet. So it's something I'll have to get back to once there's at least one piece of equipment in the game... Next week The game is progressively coming together. Especially when it comes to rooms. There's still a lot of relics and capacities to add. There are also some rooms to add an maybe add different types of enemies and whatnot. I still want to work on rooms as of right now. The thing is that those rooms are really modelling heavy, and I really want to get those out of the way as soon as possible. The rest won't be as heavy as those, but once they're out of the way it will be a pretty big chunk of modelling that will be done. If there's time, maybe I'll work on capacities and relics...
  21. IPnose

    Crystal Mine

    Hi all, I'm here to present you my very first Android game, Crystal Mine. The principle is very simple, by touching a crystal not enclaved by other crystals, all adjacent crystals of the same color will disappear, the other crystals of the same color (and not enclaved) will also disappear. The goal is to remove a minimum of 80 crystals in less than 8 strokes. I don't know if it's really clear to read like that, but it's much more intuitive when confronted with the gameplay. The link on the store: Crystal Mine on Google Play A big thanks to all those who will take the time to test it and give me a little feedback. See you later!
  22. I've spent the last few days coding in my Economy Server, I've almost completed the functionality of Banking! So, it's truly time for a rewind about something entirely different to clear my head. Here's an editor view from a little while back, before I was loading a "visible planet" object, the procedurally loaded landscape was the only visible landscape, the rest of the planet, if you could see it before the landscape loaded, just looked like water. So, let me start off by clarifying, the landscape in my game is generated prodedurally, however it is not "generated" during game play. I have a separate process that I can run on any sculptured sphere of my choosing that will generate the individual triangular mesh objects and then save them into "tile" files. These tile files also contain place holders for items such as Arrays of Trees, Rocks, and Plants. Let's start at the Crawler! The following script is the code that crawls from triangle to triangle along the planet mesh and kicks off the generation of the tiles. using System.Collections; using System.Collections.Generic; using UnityEngine; public class MeshCrawler : MonoBehaviour { public Vector3[] verts; public int[] tris; public Vector3[] norms; public int curTri = 0; public int startTri = -1; public int endTri; public string meshName; public List<int> triBuffer = new List<int>(); bool crawling = false; // Use this for initialization void Start () { verts = GetComponent<MeshFilter>().mesh.vertices; norms = GetComponent<MeshFilter>().mesh.normals; tris = GetComponent<MeshFilter>().mesh.triangles; meshName = GetComponent<MeshFilter>().mesh.name; } IEnumerator CrawlIT() { crawling = true; if (endTri > (tris.Length / 3)) endTri = tris.Length / 3; if (startTri > -1 && endTri > 0) { Debug.Log("Crawling " + startTri.ToString() + " to " + endTri.ToString()); for (int i = startTri; i < endTri; i++) { curTri = i; Vector3 p0 = verts[tris[i * 3 + 0]]; Vector3 p1 = verts[tris[i * 3 + 1]]; Vector3 p2 = verts[tris[i * 3 + 2]]; Vector3 n0 = norms[tris[i * 3 + 0]]; Vector3 n1 = norms[tris[i * 3 + 1]]; Vector3 n2 = norms[tris[i * 3 + 2]]; UWTerrainTri triCandidate = new UWTerrainTri(); triCandidate.triIndex = i; triCandidate.meshName = "PlanetZed"; triCandidate.points = new Vector3[3] { p0, p1, p2 }; triCandidate.normals = new Vector3[3] { n0, n1, n2 }; TerrainController.TriHit(triCandidate); //Debug.Log("Tri: " + i.ToString()); yield return null; } } Debug.Log("Crawler finished."); crawling = false; } // Update is called once per frame void Update () { if (triBuffer.Count > 0) { if (!crawling) { startTri = triBuffer[0] - 5; endTri = triBuffer[0] + 5; run = true; triBuffer.RemoveAt(0); } } if (!crawling) { StartCoroutine(CrawlIT()); } } } Okay, so what's it doing? This script is attached to the planet mesh object and it starts a Coroutine(Unity safe psudo-thread a "function that yields") that handles all the data gathering steps. This routine grabs the triangles array from the MeshFilter and works its way from 0 to the end, pulling the vertices out of the MeshFilters verts array, stuffing those into a class that is passed to another bit of code. The following code decides how to handle the UWTerrainTri class objects that are passed from the Crawler: //The above code sends it's result to a "TriHit()" routine. //that routine has terrain Loading functionality in it, in this mode mode //it just passes the UWTerrainTri object to GenTriLand(): public List<Vector3> vertsWTrees = new List<Vector3>(); public void GenTriLand(UWTerrainTri uWTerrainTri) { //Create a new mesh object. Mesh mesh = new Mesh(); //This is the class that is saved as the "tile" object. TerrainSegment ts = new TerrainSegment(); //Generate a good file name. string tpName = uWTerrainTri.meshName + uWTerrainTri.triIndex.ToString("0000000"); //Grab the vertices. ts.vertices = uWTerrainTri.points; //500,000 files in the same directory is a BAD idea. ;) string dir1 = tpName.Substring(9, 2); string dir2 = tpName.Substring(11, 1); dir2 = "0" + dir2; //Generate a full file name. string fullFilePath = Application.persistentDataPath + "/tdat/" + dir1 + "/" + dir2 + "/" + tpName + ".dat"; mesh.vertices = ts.vertices; mesh.uv = new Vector2[3] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1) }; mesh.triangles = new int[] { 0, 1, 2 }; mesh.RecalculateBounds(); mesh.RecalculateNormals(); ts.vertices = mesh.vertices; ts.normals = mesh.normals; ts.uvs = mesh.uv; ts.Tris = mesh.triangles; //Data Objects for Rocks, Grass, Trees List<EnvironmentObject> rl = new List<EnvironmentObject>(); List<EnvironmentObject> gl = new List<EnvironmentObject>(); List<EnvironmentObject> tl = new List<EnvironmentObject>(); List<Vector3> usedVertices = new List<Vector3>(); //Rocks int r = UnityEngine.Random.Range(3, 12); for (int i = 0; i < r; i++) { Vector3 point = GetRandomPointOnMesh(mesh); int tryCount = 0; while (usedVertices.Contains(point)) { tryCount++; point = GetRandomPointOnMesh(mesh); if (tryCount > 10) goto NoRock;//Yeah goto just works sometimes, hate me if you want. } usedVertices.Add(point); EnvironmentObject eo = new EnvironmentObject(); eo.prefab = "rock" + UnityEngine.Random.Range(1, 3).ToString() + "sm"; eo.pos = point; eo.rot = Quaternion.identity; eo.scale = Vector3.one; rl.Add(eo); NoRock:; } usedVertices.Clear(); //Grass int g = UnityEngine.Random.Range(2, 8); for (int i = 0; i < g; i++) { Vector3 point = GetRandomPointOnMesh(mesh); int tryCount = 0; while (usedVertices.Contains(point)) { tryCount++; point = GetRandomPointOnMesh(mesh); if (tryCount > 10) goto NoGrass; } usedVertices.Add(point); EnvironmentObject eo = new EnvironmentObject(); eo.prefab = "grass" + UnityEngine.Random.Range(1, 4).ToString(); eo.pos = point; // + new Vector3(UnityEngine.Random.Range(-5.0f, 5.0f), 0, UnityEngine.Random.Range(-5.0f, 5.0f)); eo.rot = Quaternion.identity; eo.scale = Vector3.one; gl.Add(eo); NoGrass:; } usedVertices.Clear(); //Trees int t = UnityEngine.Random.Range(0, 3); for (int i = 0; i < t; i++) { Vector3 point = mesh.vertices[UnityEngine.Random.Range(0, mesh.vertices.Length)]; int tryCount = 0; while (vertsWTrees.Contains(point)) { tryCount++; point = mesh.vertices[UnityEngine.Random.Range(0, mesh.vertices.Length)]; if (tryCount > 10) goto NoTree; } vertsWTrees.Add(point); EnvironmentObject eo = new EnvironmentObject(); eo.prefab = "tree" + UnityEngine.Random.Range(1, 3).ToString(); eo.pos = point; GameObject tree = new GameObject(); tree.transform.SetParent(planet.transform); tree.transform.localPosition = eo.pos; float maxs = 10; if (eo.prefab == "tree2") maxs = 15; FixTree(tree.transform, 5, maxs, 10); eo.pos = tree.transform.localPosition; eo.rot = tree.transform.localRotation; eo.scale = tree.transform.localScale; Destroy(tree); tl.Add(eo); NoTree:; } //Housekeeping for performance. if (vertsWTrees.Count > 10000) { while (vertsWTrees.Count > 10000) { vertsWTrees.RemoveAt(0); } } ts.rocks = rl.ToArray(); ts.grass = gl.ToArray(); ts.trees = tl.ToArray(); //Save terrain "tile" file. string json = JsonUtility.ToJson(ts); File.WriteAllText(fullFilePath, json); //Debug.Log("New Terrain Generated: " + tpName); } [Serializable] public class TerrainSegment { public Vector3[] vertices; public Vector3[] normals; public Vector2[] uvs; public int[] Tris; public EnvironmentObject[] rocks; public EnvironmentObject[] grass; public EnvironmentObject[] trees; } [Serializable] public class EnvironmentObject { public string prefab; public Vector3 pos; public Quaternion rot; public Vector3 scale; } This code produces a file for each triangle in the planet mesh. These files are then "streamed" to the client when any of many "mesh agents"(attached to the player object) in the game does a raycast at the ground and discovers a triangle ID that has not been loaded. The game client will then send a request to the server to download the tile number that hasn't been found in the local cache of tile files. Which as you can see from the above image, it works pretty swimmingly. Let me know what ya think!
  23. KATbIKST

    Rust Tank

    Hi people! We have released the third game for Android. Title: Rust Tank Developer: KATbIK STUDIOS Genres: Action Engine: Unity Platform: Android FREE Good old epic tank battles in retro style! Rust Tank is a dynamic action game about the world of tank battles in pixel graphics. Classic tanks made in retro style. Fight and win! Destroy the hordes of hostile tanks and their bases. Upgrade your combat vehicles to defeat the most powerful enemies. Complete missions and unlock all levels. In the game there are various skills and bonuses scattered throughout the levels. GooglePlay: https://play.google.com/store/apps/details?id=com.katbikstudios.rusttank Twitter: https://twitter.com/KATbIKST https://www.youtube.com/watch?v=nn59qqh9hKw&t=0s&index=7&list=PLJlhYvntoNJG75yZyUSM5Kxfn4ulZqvHT
  24. jb-dev

    Ragdoll removal tests

    From the album: Vaporwave Roguelite

    It's just me trying out ways to remove ragdolls from the world.
  25. jb-dev

    Going to the bathroom

    From the album: Vaporwave Roguelite

    This is a bathroom. The player can use the toilet to flush down one of its unwanted piece of equipment. But because toilet drains aren't build for that in mind, it just get clogged after one use. And yes, the mirror is RT.
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