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noio

@noio@mastodon.gamedev.place

he makes games. Kingdom, Cloud Gardens, and most recently working on Pizza Possum

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noio, to random
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👀 👀 👀 are you seeing this?!

how the waves are moving towards the shore,
but away from the rocks?

iykyk

video/mp4

noio, to gamedev
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for 3D Pixel Art games, i'ts very important that the Pixel Density is consistent throughout the scene. A little variation is OK, but I really want to avoid 'Mixels', as Blockbench calls it

So I created a little toggle to overlay pixel density on the scene

image/png

noio,
@noio@mastodon.gamedev.place avatar

@on_code it’s funny, that always seems like too much of an effort to me.

I’ll spend hours explaining things one to one when people ask questions in DM,

But writing a blog seems like a huge obstacle 😅

noio, to gamedev
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what's the name of this tree?

video/mp4

noio, to gamedev
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generating a mesh for water surfaces that has baked into vertex colors:

  • distance to the nearest shore
  • depth of the water

allows for some very nice effects in shader!

noio,
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@Charlesboury just a grid. And triangles far from the coast are skipped

noio, to gamedev
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worked on some water related vfx

video/mp4

noio, to random
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wish Unity's Asset Browser had a UI flow for

Install with Samples ⬅️➡️ Install without Samples

noio, to random
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extremely annoying that if I want to start using .asmdefs in a Unity project,
then I have to manually go through ALL ADD-ONS and add .asmdefs to those too?

noio, to gamedev
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noio, to gamedev
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since this cost me an entire day..

If someone needs a sane, well-commented implementation of a sum of 4 Gerstner waves, including normals,

here you go

https://gist.github.com/noio/a2e78e6353058136508fa71e6f3b7b90

noio, to random
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code style bait incoming 😉🎣

started using local scopes to hide temporary variables in shaders, and make it clear what the "product" of each section is

functions would:
🚫 break linear flow
🚫 need multiple out args
🚫 suggest reusability

scopes feel good! can recommend! 💯

image/png

noio, to random
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loving this non-alpha heightmap mixing

noio, to gamedev
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left: results of tilemap generator
right: tiles instantiated and hooked up by road system

image/png

noio, to gamedev
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added "winner takes all" blending between Terrain Add passes.

I just turned Blend Off and clip() when the Add passes don't have some heuristic max weight. That means that the Add passes don't take into account the height of earlier layers, but eh

before | after

image/png

noio, to pixelart
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ew 🤮

noio, to gamedev
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i have gone too far

noio, to random
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noio, to random
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vroom
(again)

video/mp4

noio, to random
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height based terrain blending, but without alpha blending 👌

it's "winner takes all" of Splat_weight * height

hacked this into Unity's terrain shader
but now I need to also deal with the Add Pass
(so for 5+ terrain layers)
Ideas, anyone?

video/mp4

noio,
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I'm thinking of setting a minimum threshold for the total Splat weights of each add pass, and then just overwriting the earlier passes.

It's essentially an unlit shader so I think that should work?

noio,
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@YinYinFalcon @noio yeah when building levels there are lots of cool textures to play with, and it’s easy to hit 5 on any single piece of terrain

noio, to random
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Unity ScriptableObjects should have 'Components' just like GameObjects

It would be so useful to use the 'Composition' pattern on ScriptableObjects, both from a UI and a programming standpoint

Unity itself even hacked this in on the PostProcessing stack

noio,
@noio@mastodon.gamedev.place avatar

@Robin_Van_Ee @noio yeah I do see your point about the data maybe not being as modular later as you thought it would be initially. 😂

But I’d just love a generic ScriptableObjectComponent because I SO OFTEN think it would be neat to add a couple components to a specific SO

They won’t all turn out to be actually modular, but some might!

noio,
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@Robin_Van_Ee @noio it does look cool!

What is your approach, SerializeReference and Custom Inspectors?

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