Advertisement ยท 728 ร— 90

Posts by BigguyDev

Video

First attempt to make the logo screen is done I guess. Will circle back in the future and put another layer of work into it. I can spend entire days tweaking these types of things and still never feel like its complete... So my goal now is to get it to 80%
#gamedev #indiedev

1 year ago 11 3 0 0

๐Ÿ™

1 year ago 0 0 0 0

thanks dude!

1 year ago 1 0 0 0

Demo should hopefully be out in 2025 Q1!

1 year ago 0 0 0 0
Video

Before anyone asks, yes you can drive on the ceiling as long as you are going fast enough
#gamedev

1 year ago 22 5 3 0

Yeah for sure, adding in car selection and customization is coming soon. I've got a lot of tasks on the go but I am aiming to have multiple selectable cars by next week

1 year ago 1 0 0 0

Hahah yeah just noticed that. Oh well, people will be able to see it in the demo

1 year ago 0 0 0 0
Video

added some subtle crosshatching to the car shaders shadows
#gamedev #indiedev #unity3d

1 year ago 9 1 2 0
Advertisement
Video

1 lap around the track
#gamedev #indiedev #screenshotsaturday

1 year ago 12 3 0 0
Video

trying to figure out if 52 cars is too many for a race battle..
#gamedev #indiedev

1 year ago 12 0 0 0

๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

1 year ago 1 0 0 0
Video

a little crater to crater action never hurt no body
#gamedev

1 year ago 10 0 1 0

๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

1 year ago 1 0 0 0

Woah its an honor ๐Ÿ™ I will do my best to post cool progress

1 year ago 1 0 1 0
Video

love those sega era blue skies
#gamedev

1 year ago 8 0 1 0
Preview
[Splines] Can SplineUtility.GetNearestPoint performance be improved? Hey! After confirming on my end, this is indeed way slower then I would have expected so Iโ€™m entering a bug to fix it. In the meantime, the spline package is compatible with jobs and burst which shoul...

thanks, I have optimized it in 2 ways so far. #1) use the jobs/burst system method as outlined in this thread: discussions.unity.com/t/splines-ca...
#2 only sample with fast iteration + accuracy when cars are close to making a new lap (last ~10% of track).

1 year ago 1 0 0 0
Advertisement
Video

More racing mode stress testing - 56 cars running at a pretty clean 60fps. Turns out sampling the track spline every frame for each car was the biggest CPU drain. who woulda guessed.
#screenshotsaturday

1 year ago 18 4 2 0
Video

Working on the destruction systems for my car battling/racing game. If you like high speed busting, then stay tuned.
#gamedev #indiedev #unity3d

1 year ago 16 1 0 0

Yeah true, I've made the craters more shallow for smaller explosions which has made the gameplay much smoother.

1 year ago 1 0 0 0
Video

Still wondering if destructible terrain is a good idea...
#gamedev #indiedev

1 year ago 7 1 2 0