Joined May 2015
173 Photos and videos
Pinned Tweet
Happy to announce we have partnered with Humble to publish @ProdeusGame now back to work!
24 Mar 2020
The Humble Brag is live! Follow the developers to get the inside look at your favorite games from the show. Wishlist here: bit.ly/Brag-Spring2020 @OneStepFromEden @EndlessFluff @WildfireGame @JoyManuCo @ProdeusGame @RingOfPain @TheIronOath
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Artists, show me your guns
Artists, show me your guns
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90% of any success you experience in life is due to dumb blind luck.
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Shock me with the harshest reality truth.
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This guy sure does get a lot of heart thingys.
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
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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
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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
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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
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I fat-fingered something in the editor and accidently uploaded a weird square crop of the video. Here is the full frame video.
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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.
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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
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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
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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
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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.
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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
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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.
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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.
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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.
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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
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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
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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.
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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.
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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.
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