[QUOTE=LuaChobo;42280230]caved and bought probuilder because i really can't see myself not using it now that I have tried it
rip my wallet[/QUOTE]
Whoah this looks amazing, might have to buy it..
I've been working on a little prototype game with a fancy editor (in-game) but I am clueless on how I should save/load it when in game. Could anyone give me some pointers as to how?
Wooo voxels [IMG]http://i.imgur.com/KAKW39y.jpg[/IMG]
Not too sure how to fix the lines at the edges of each box, though. Any ideas?
[QUOTE=chaz13;42292567]Wooo voxels [IMG]http://i.imgur.com/KAKW39y.jpg[/IMG]
Not too sure how to fix the lines at the edges of each box, though. Any ideas?[/QUOTE]
It's because you use a linear filter and when the tilesheet is being downscaled for mipmaps, neighbouring tiles "leak" in. If you're targetting GL3+ or D3D10+, you can use texture arrays instead.
[QUOTE=thomasfn;42292630]It's because you use a linear filter and when the tilesheet is being downscaled for mipmaps, neighbouring tiles "leak" in. If you're targetting GL3+ or D3D10+, you can use texture arrays instead.[/QUOTE]
Ah turns out I just needed to fiddle with the texture settings. Thanks for the help.
unity is quite incredible from what I've seen so far, I can't wait to start playing around with it later today
[QUOTE=Johnny Guitar;42293485]unity is quite incredible from what I've seen so far, I can't wait to start playing around with it later today[/QUOTE]
Unity is extremely fun when shit doesn't go wrong.
[QUOTE=NightmareX91;42296920]Unity is extremely fun when shit doesn't go wrong.[/QUOTE]
here we goooo
[IMG]http://puu.sh/4zr8N.png[/IMG]
[QUOTE=dije;42290475]I've been working on a little prototype game with a fancy editor (in-game) but I am clueless on how I should save/load it when in game. Could anyone give me some pointers as to how?[/QUOTE]
I've been looking into this too. Here's one thing I came across that you might be interested in: [url]http://forum.unity3d.com/threads/138678-Unity-Save-Game-Level-Serialization[/url]
[QUOTE=NightmareX91;42296920]Unity is extremely fun when shit doesn't go wrong.[/QUOTE]
It took me a little while to figure out how the hierarchy is structured and how it all works, but now that I get it, Unity is really awesome.
[QUOTE=Kybalt;42314524]It took me a little while to figure out how the hierarchy is structured and how it all works, but now that I get it, Unity is really awesome.[/QUOTE]
I've spent almost every hour of my freetime just dicking around in unity this week, so much stuff to play around with.
[QUOTE=LuaChobo;42314715]Only problem I had was that I dislike making levels out of models for prototyping/etc
But yeah I fixed that.[/QUOTE]
I don't really mind it as I have enough experience with 3d modeling that it doesn't really bother me, but it definitely isn't as fast as using probuilder I guess.
I want to buy Unity now, because I'm not sure when the trial I got with my Oculus Rift will expire exactly. But it's like. 1600$. And I just don't have money like that. Nor do I want to commit to a payment plan.
[QUOTE=Kybalt;42316154]I don't really mind it as I have enough experience with 3d modeling that it doesn't really bother me, but it definitely isn't as fast as using probuilder I guess.
I want to buy Unity now, because I'm not sure when the trial I got with my Oculus Rift will expire exactly. But it's like. 1600$. And I just don't have money like that. Nor do I want to commit to a payment plan.[/QUOTE]
i wish there was a type of unity pro that you could use but not sell or distribute unless you shell out the cash, sort of like only pay when you want to ship out something.
[QUOTE=Johnny Guitar;42316240]i wish there was a type of unity pro that you could use but not sell or distribute unless you shell out the cash, sort of like only pay when you want to ship out something.[/QUOTE]
i feel the same way
I'm looking at the player settings and I see this:
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-09/2013-09-26_18-34-43.png[/img]
What is GPU skinning?
[QUOTE=Pelf;42319317]I'm looking at the player settings and I see this:
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-09/2013-09-26_18-34-43.png[/img]
What is GPU skinning?[/QUOTE]
what does the disclaimer say?
other than that, i have no idea.
[QUOTE=NightmareX91;42319719]what does the disclaimer say?
other than that, i have no idea.[/QUOTE]
That static batching requires a pro license. Doesn't have to do with GPU Skinning.
[QUOTE=Pelf;42319317]I'm looking at the player settings and I see this:
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-09/2013-09-26_18-34-43.png[/img]
What is GPU skinning?[/QUOTE]
Skinning is when you apply a skeleton to a mesh.
GPU skinning means it's performed by shaders instead of by the CPU.
GPU skinning is where the joint matrices are uploaded to VRAM and each vertex is transformed from the base pose in the vertex shader, instead of transforming every vertex on the CPU and updating the buffer before drawing.
I'm using my game in linux headless mode as a server, does anyone know if I can write to the system console while it is running? I have tried Console.WriteLine.
Hm, my voxels are pretty slow. The chunks aren't that big - there's about 100k triangles onscreen. One directional light that casts shadows on the terrain, turning off the shadows barely makes any difference.
All unseen faces are culled, including underneath the world and at the edges of the chunks etc, so I don't think there's any more faces that can be removed.
Any ideas?
Has anyone here used the Benchy profiler? [URL]http://forum.unity3d.com/threads/143895-Benchy-Profiler-A-simple-benchmarking-and-profiling-tool-for-Unity-Free[/URL]!
[QUOTE=Crayon;42324737]I'm using my game in linux headless mode as a server, does anyone know if I can write to the system console while it is running? I have tried Console.WriteLine.[/QUOTE]
With rust's dedicated server I wrote a c++ plugin to do this. If you want to do it I can give you a couple of tips.
[img]http://i.imgur.com/4Y4eImc.png[/img]
[QUOTE=chaz13;42325132]Hm, my voxels are pretty slow. The chunks aren't that big - there's about 100k triangles onscreen. One directional light that casts shadows on the terrain, turning off the shadows barely makes any difference.
All unseen faces are culled, including underneath the world and at the edges of the chunks etc, so I don't think there's any more faces that can be removed.
Any ideas?[/QUOTE]
Big chunks reduce draw calls. Too many draw calls cause most framerate problems for me. I am using 32x32x32 size chunks. If you use the standard mesh collider and don't optimize the mesh or are not threading mesh calculation then updating chunks can result in a lag spike though.
[QUOTE=garry;42325741]With rust's dedicated server I wrote a c++ plugin to do this. If you want to do it I can give you a couple of tips.
[img]http://i.imgur.com/4Y4eImc.png[/img][/QUOTE]
Genius! I haven't thought of using a C++ plugin (and haven't used one before) I have a decent understanding of C++ but nothing advanced, is there any magic in making it work?
I came across this amazing particle effects demo here: [url]http://dl.dropboxusercontent.com/u/6602349/DE_AS3/WebPlayer.html[/url]
Anyone have any tips for how to make ones like 22, 32, or 39?
[editline]28th September 2013[/editline]
Found it on the asset store: [url]http://u3d.as/content/kalamona/dynamic-elements-effect-pack/2kq[/url]
This thread is a pretty interesting read, some of the stuff you guys are working on looks pretty great
[QUOTE='Rain [Amber];42391267']This thread is a pretty interesting read, some of the stuff you guys are working on looks pretty great[/QUOTE]
it's not just working on stuff that's fun and cool and stuff it's just that there is so much shit to play with and so much shit that you can write for practice, fun, ect.
Unity is pretty limitless honestly, never realized it until shadowandacorner told me about it
I just wish there were more Unity users on facepunch. It would also be awesome if garry made a post describing how unity works well for rust and some tips he might have ( Kind of like the developer profiles that unity has on their website )
[QUOTE=Duskling;42397167]I just wish there were more Unity users on facepunch. It would also be awesome if garry made a post describing how unity works well for rust and some tips he might have ( Kind of like the developer profiles that unity has on their website )[/QUOTE]
Idunno, usually it takes me piles of time to assemble something that looks good which is why I hardly post my own work. I rather post something that is decent quality then post something that is a complete WIP. (Posting on facepunch rather, I believe there are other sites for WIP projects)
I'd post stuff I'm working on, but I frequently encounter a bug I can't seem to fix, so I just give up.
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