Advertisement · 728 × 90

Posts by Eᴍᴍᴇᴛᴛ Fʀɪᴇᴅʀɪᴄʜs

He be swinging that thing

1 day ago 1 0 0 0

I hope these are using a particle system

2 days ago 2 0 1 0

I appreciate that Unity has essentially integrated TextMeshPro natively, but would really like to see native localization table automation.

It should be built from the beginning from the moment text is added and be opt out rather than needing to set up yourself. #gamedev #indiedev

5 days ago 3 1 0 0

oh man end of an era right there. at the start of the modern indie scene, it was always so exciting to see all the wild and new stuff coming out of here. glad its spirit lives on in so many other game jams today

5 days ago 21 4 0 0

Not sure if we can call it "overlooked" if some of these titles have 6-7 figure marketing budgets.

6 days ago 0 0 0 0

They need to be just different enough to be distinct, and can't share any unique shapes that make that vehicle intellectual property.

It really depends on how you are presenting them in game.

2 weeks ago 1 0 0 0

Good idea to use Chivalry 2 combat mechanics

2 weeks ago 0 0 0 0
Advertisement

I'm struggling to create a procedural terrain generator using Unity Terrain.
I tried NOT using Terrain but its really the most performant option for navmesh and has built in LOD handling. Any tips here? #indiedev

2 weeks ago 3 0 0 0
Video

My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V2...

Companion blog post:
blog.runevision.com/2026/03/fast...

#ProcGen #vfx #GameDev

3 weeks ago 545 170 16 5
Post image Post image Post image

Always nice to see the indie section really popping at #PaxEast!

3 weeks ago 0 0 0 0

How did you manage to merge them? Would be nice to merge in some chunks from an old playthrough

3 weeks ago 2 0 1 0

What's the best alternative?

3 weeks ago 0 0 0 0

I recently saw someone try to make the "if a game is good, it'll find an audience" argument the other day and I've been mad about it since.

Success is never guaranteed. You can do everything you can to improve your chances, but I wish more people recognized that quality work ≠ guaranteed audience.

3 weeks ago 1225 231 51 61

My heart goes out to Epic employees affected by the layoffs, and my previous coworkers. Please feel free to reach out for anything

4 weeks ago 0 0 0 0

Looks good! Reminds me of the TW:Three Kingdoms ink UI style.

4 weeks ago 1 0 1 0
Advertisement
Post image

We love gizmos don't we folks
#gamedev #indiedev #unity

1 month ago 8 2 0 0

Boggin out

1 month ago 1 0 0 0

When scifi interfaces displayed simply 3 lines of text

1 month ago 2 0 0 0

I appreciate that the city is on a main river next to an ocean. So many fantasy cities are placed near zero points of trade/travel!

1 month ago 0 0 0 0

Can't trust those guys

1 month ago 1 0 0 0

Dune: Part 3 might cement Denis Villeneuve as one of the greatest scifi directors of all time.
But we've only seen the teaser so far.

1 month ago 0 0 0 0

Always liked making carrier fleets, more options to have the fighters return home and have more impact is a great addition!

1 month ago 1 1 0 0
Advertisement

It's the documentation isn't it

1 month ago 0 0 0 0

Really like the use of the black bars here

1 month ago 0 0 0 0

Ahhh to represent the variable curve. Very interesting, is this for cleanup or something the AI needs to handle the inputs?

1 month ago 0 0 2 0

Just a silly guy

1 month ago 1 0 0 0

What are the graph visuals for?

1 month ago 1 0 1 0

Not sure how this would function or it's market as 2 of the 3 main game engines already have in-browser support for building lower spec games for popular browsers via webGL. Although there are a lot of caveats to it

1 month ago 0 0 0 0

Insane but also awesome

1 month ago 0 1 0 0

Unfortunately I'm deep in Unity but I'll be looking for IK resources once I move to that project!

1 month ago 1 0 0 0