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Shaders Bible Series retweeted
Check out this procedural spider animation, using IK and raycasts to adapt its movement to floors, walls, ceilings, and corners. 🕷️ See how it was made: jettelly.com/blog/how-did-th… #unity3d #gamedev #indiedev
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But also let's just do what the 90's platformers did and make the collision a bunch of raycasts.
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Navmesh hooked to my custom npc system. No pathfinding yet, just floor grounding. - 3,000 Replicated & Animated Entities -150-240 fps - 20-30 KB/s - No raycasts / physics, grounded using just the navmesh for optimization. - Runs at 50-60fps on mobile. #Roblox #RobloxDev
Got my custom parallel navmesh generation working (For my custom BFS pathfinder). - Supports multiple stacked floors on top of eachother. - Links "Climbable" points (yellow lines). - Replicated, streamed to the client in chunks. - Tuneable area path costs #Roblox #RobloxDev
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Replying to @n3c1k
what i meant by LOS raycast is using tri static map mesh raycasts in order to determine visibility of players. u previously said u use "GPU vision detection with animation reconstruction", so i wondered how much more accurate is that compared to tri mesh raycasts
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maximized vs raycasts almost-maximize preset. the second one surely could fit a chat window
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Games allow approximate/speculated answers for things like raycasts to facilitate the illusion of a live, shared world, but users of real software don't want to see their actions rolled back, or provide an incomplete answer because their full data wasn't cached for the hit check.
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Lion D. Aizenn: Redemption Training Arc retweeted
Shopify just launched a racing game built in threejs and React (R3F). No physics libraries. No raycasts. Not vibe coded. But all vibes. ✨
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but like, the game Battlefield 1 also parses changes in the environment, builds 'trees' of outcomes based on raycasts, matches viewpoints across an entire map, computes the next positions, handles environment destruction or changes, then draws all of it. (???)
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Replying to @PailsideGames
He uses splines and raycasts to the terrain. The slope and depth decides between 3 different wave profiles creating the changing wave shape.
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Replying to @n3c1k
have you tested it against the geometric LOS approximation from demo state (using tri static map mesh raycasts), how big of an advantage is your approach? would be interested in seeing numbers. Because your approach is magnitudes heavier i believe.
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Replying to @Annannabellelle
they spent the next 15 years building out raycasts to do all the lighting for real instead of just faking it and forgot how to make games in the meantime
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ToonSouls - Devlog ----------------------------- Seriously: I’m rebuilding my Unity project from scratch after losing it in the cloud. I still have all the art. I’m recreating Unity project -movement,moving platforms,slopes using raycasts,not Rigidbody2D. I built my own system
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Replying to @B8R8DINSKY
...my platforming and slope system is built entirely with raycasts, not Rigidbody2D. Getting that level of precision takes a lot of work and expertise.....
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It’s a shame that people with bad intentions think they can do the same or better in a short time. I work hard every day and I know how difficult it is to do what I’m doing right now with raycasts .....
Replying to @ToonSoulsGame
True. Raycasts can be pain and Rb2D may be tricky.
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Replying to @FoxtrotNitm
It’s a shame that people with bad intentions think they can do the same or better in a short time. I work hard every day and I know how difficult it is to do what I’m doing right now with raycasts .....
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Replying to @ToonSoulsGame
True. Raycasts can be pain and Rb2D may be tricky.
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If you said that, you're clearly not an experienced programmer. Any good dev knows that building a player controller with raycasts instead of Rigidbody2D takes time to polish and fix. Your comment shows you don't know what you're talking about.
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Just spent like 2 hours tracking down why my UI buttons stopped working. The problem? My raycast blocker panel wasn't blocking raycasts. The fix was literally one checkbox. Didn't make any progress beyond that. Game development is a perfectly reasonable hobby.
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