Developer thesquirrelyjones released an open-source custom character controller for Unity, designed to handle edge cases like moving platforms and wall collisions. 🎮
See more: reddit.com/r/Unity3D/comment…#unity3d#gamedev
Character Controller update. It's probably more complicated than it needs to be I wanted a bunch of options to show the differences in physics updates. Anyways it is up on git hub.
github.com/BoundingBoxSoftwa…#GameDev#IndieDev#Unity3D
Character controller update. Added a first person version, same controller different input and camera setup. Cleaning up the code, commenting everything, adding parameters to replace magic numbers. Need to add some footstep sounds. #GameDev#IndieDev#Unity3D#FPS
Character controller update. Made a little sandbox in @ProdeusGame level editor and exported as obj. Added a rope bridge and hovering platform. Landing impact is now applied to rigid bodies. Short hop and tall jump by holding down button added. #GameDev#IndieDev#Unity3d
There were some bugs with the obj exporter for the @ProdeusGame level editor as that was never a super tested feature, fixes will of course be in the update whenever it's done. Obligatory #screenshotsaturday tag.
Working on @ProdeusGame splat map packing. I was using a really simple algorithm that started with the smallest face and filled up to the largest and then scaled to fit a square. Now it uses a binary tree style packing with much less waste. #GameDev#IndieDev
Character controller update. Trying a new technique for stairs and more complex geometry. The blue box represents the estimated slope. Also interaction with rigid bodies and weight impulse on rigid bodies. Want to try a boat or a rope bridge next.
#GameDev#IndieDev#Unity3d
Making a simple but comprehensive character controller for Unity which can be a hurdle for a lot of people starting out. Handles slopes, stairs, platforms that move, rotate, and stretch. I'll put it in a public repo when its all finished. #GameDev#IndieDev#ScreenShotSaturday
I started by distilling down the character controller for @ProdeusGame , which I think is pretty good, and have found some improvements that I can bring back to Prodeus when finished.
Throwback Thursday to some pre-vis work for SotC remake. Did a few tests to show that the studio could actually do stuff I guess. Made in #Unity3D, fur done by me, model by Cliff Young artstation.com/cliffy411 and animations by @dbokser#VFX#GameDev
I made this groomer tool to comb the hair and save a flow map (also all the rage at the time). The flow map was combined with the velocity map to get the final hair direction. I don't know how they ended up doing it in the final game, but this was fun to work on.
For the fur physics, the shell mesh was rendered to a separate buffer with it's world position unwrapped to the uv coordinates. Then that was blitted back and forth with previous frames to get a velocity that pulled the hair in a trailing direction.
The fur was a geometry shader, as those were all the rage at the time, applied to a Delaunay mesh shell over the colossus. The mesh was tessellated and a strand of hair was generated per triangle. Tufts were grouped per triangle.
Was able to pack the vertex normals into the gbuffer as well which helps with the shape. Here is a cobble stone cylinder the SSD On and Off. The shadow from the cliff displaces along with the surface nicely. #screenshotsunday#VFX#shaders#Unity3d
Jumping on the Screen Space Displacement train because why not. This is a quick and dirty setup in Unity with the built in render pipeline. Displacement done in post process. Height generated from normals so not super accurate. #screenshotsaturday#VFX#shaders
The height is put in one of the Gbuffer channels. In the post process a flat normal buffer is built from the scene depth and blurred smooth out the displacement direction. Then I draw this 128x128 mesh across the screen projected against the scene depth and then displace that.
It only adds like a million triangles to the scene. There's probably a better way to do it, like a compute shader with injection to just add the displaced pixel where it needs to go into a new buffer.
Combining the height and vertex normal into a displacement vector would be more accurate accurate but would require 3 Gbuffer channels instead of 1. Could be done with moving some things around though.