Sharing my cat game,๐ธ๐ฒ progress, game developer tips & stories
Want to be a better game dev ๐ฎor hear some dev stories? ๐
you've found the purrfect guy๐บ
Here's a unity quick tip as i work on some finishing touches. Makes it soo much easier to smoothen edges rather than having to go external. Tis the season!! #screenshotsaturday#unitycommunity#gamedev#christmas Game Coming very very soon!!!
Gotta love blender in how i can seamlessly transition a model from one format to another. I don't know if there is any more powerful "in-between" 3D software #TrailerTuesday#IndieGameDev
โจ I've been using #Unity3D for 12 years. โจ
I'm using Blender's GeoNodes for a procedural mesh that's realtime-animated with a custom shader in Unity.
---(reminiscing, reflection follows)--
At some point, you realize it's 'all' states, relationships, and data/information. What is, isn't, and how they relate, subject to laws, principles.
๐ Define some latent space -> atomics, data -> simulation/form -> information. Like a grid-texture of pixels that are to mean something, represent something. And they are processed/simulated in some way by some measure.
So that you get some transformed, meaningful result.
What is possible, here? -- in that space.
(by the parameters, and features *defined*).
๐ง Likewise, a 3D field-volume in which things exist, being and not being. It may sound mystical, but I mean it literally: the definition of what things are, and are not, and what that means as a relationship (to something[s]).
Take, for example a sphere, or box collider primitive.
๐ชฉ Sphere's and circles are the most simple colliders, involving only a point (where they are) and radius (distance from that point, as a center) to define.
๐ฅ The equations to calculate collisions against and between spheres is also relatively straightforward. Implementation of that is a part of building primitive relationships and definitions for simulations.
๐ It follows, that for a particle system, the data structure of a single element/particle is (about) some point that simulates in some way. Boids and fluid sims have this in common.
It seems this year (so far) has been ~about realizing that (with greater lucidity, at least), and learning it all relates to the nature of the universe.
Involving simulations, and data flow-control...
Ultimately, all these things are objective to us, in that we learned and were taught about how things work.
And all the same, *I'm* still learning, too. ๐
#blender #b3d #geometrynodes #gamedev
Gotta love these skyboxes. They get right into your assets folder once you import them via package manager and they freshen up your game look. The options you can play with are also something to love!! You can see some of them right there in the asset viewer #unity#gamedev
I found this literally in the final hour and what a previlege it is to have submitted something. A prototype of sorts hehe! Let's see how this goes! #Hackathon