//kowloon/unity/kowloon/Assets/...
//kowloon/unity/sample_entities/Assets/...
//kowloon/unity/dev_MyPackage/Assets/...
//kowloon/unity/packages/My package/...
packages is a folder containing all my local packages
Posts by Chris Hertwig
That grid editing looks so good!
I had no idea NaN in a vertex shader culls the particle. Is that engine specific or just vertex shaders in general?
Ever since I worked on clouds for Just Cause 4, I can't look at them the same way anymore.
I've always thought the lighting of the Sims was really interesting. I need to dig deeper into it but it seemed to me they live bake / cache simple lightmaps in build mode. I had no idea they also used AO meshes. Did you use PIX or Renderdoc to debug?
Tried to search for some of the names on the talk and didn't find a single shipped game between all of them. But sure "production ready"...
100% agree. While the RTX version is nice to look at, it's a little sad to see so much hardware power spent on mostly static lighting. Which goes for pretty much all modern games - not just this demo.
Oh nice! Much simpler and better!
Very cool! How are you assembling all those critters? Multiple skinned meshes? Some form of runtime mesh generation?
Would have never said this a short time ago... but simulation software for defense contractors...
Hi ๐๐ป We're, Libro.fm, the audiobook app that shares profits w/ indie bookshops.
โ
We believe in the power of shopping small & the importance of accessibility & amplifying historically excluded voices. With over 500k audiobooks & multiple member plans to choose from, there are options for everyone ๐โ
This is awesome. Now I just need to replace AWS and I'm set.
This is actually genius. Love it.
"Starship" in 251 chars of #GLSL
vec2 p=(FC.xy-r*.5)/r.y*mat2(8,-6,6,8);for(float i;i<50.;o+=(cos(sin(i)*vec4(1,2,3,0))+1.)*exp(sin(i+i*t*.1))/length(max(p,p*vec2((3.+snoise2D(p+vec2(t/.1,i)))*.02,.5))))p+=cos(++i*i+t*.2+p.x*.02+i*vec2(11,9))*2.;o=tanh(.01*p.y*vec4(0,1,2,3)+o*o/1e4);
For game projects I have an AWS Perforce server. Which gets backed up once a week to another region.
For personal stuff (where I don't need a file history) I have an Unraid home server and some manual backups to Google Drive.
That's very cool. Looking forward to see more
Just wish there was some middle ground between improved workflow vs how hardware hungry RT is. Stuff like cache lightmaps at runtime with RT instead of relying on everything being realtime could be nice. Maybe a personal preference but the noise and temporal lag in many games these days can be rough
My biggest problem was that the Animator gameobject logic executes after the SimulationSystemGroup. So I have to read back the animator at the start of the PresentationSystemGroup and manually update the LocalToWorld matrices of all the attached entities. Otherwise everything lags a frame behind.
Once an animator gets instantiated from the ECS side I create socket entities which keep a reference to the transform gameobjects of the rig. Then I copy over the transform data to the socket entity every frame.
I'm reading back the transform data of "sockets" on my rig. In this case I need it for item / weapon entities which need to be attached to the characters hands.
Sounds awesome. Need to check this out
Yeah for me it's showing the correct spelling most of the time but then ever so often it just refuses. But never bothered digging into it.
I use Unity Physics and ECS but my player is just a capsule collider. For each player / NPC entity I spawn a monobehaviour companion gameobject with an animator and all the animation rigging components.
It was a little tricky to read back data of the animation to ECS but it worked in the end.
Hello everyone! I've been experimenting with some different ways of rendering a fluid simulation, and made a video about the journey over here: youtu.be/kOkfC5fLfgE
Amazing! ๐ฅ๐ฅ๐ฅ
My version of The Joy, before the events of Metal Gear Solid 3.
Everything made by me, even made fully modeled and mechanically functional Browing HP Pistol and Swedish K SMG, because why not.
More here:
www.artstation.com/artwork/kNZ2Xd
It's been a wild and busy year. We've updated our reel highlighting the incredible projects we contributed to in 2024 at FX-Chamber
vimeo.com/1035995358
Similar experience for me. Before Unity 6 there was some weirdness but it was mostly in the entity hierarchy panel and inspector for me. Now things seem pretty good. SystemBase and ISystem differences took me a while to wrap my head around.
Great thanks! I'll check it out!
Also I wonder how it would tie into ECS...