But this taking the front seat I'm back to it.ģ- I always wanted to make a game like no man's sky with some new pcg idea. Turns out working on that something else help me answering the last question I needed, that made me grumpy because now I have the urge to work on the two. I was stuck on a long time in finding the basic structure of the story, Long enough to prompt working on something else to not be completely stale. And since it was side project, well I put it to rest after 3 wholes years trying to solve the core issue.Ģ- I'm making a caraibean game, but it mean representing certain people correctly, it turns out that was a harder problem than anticipated which lead to a lot of research, I cut the project to his core, but that meant gameplay too! until I find a fitting story and universe to "tell". I did solved teh core issue, but I still have no idea to make a moving platform with reference frame (which is basic issue every game implement). I had no idea how hard it would be, wasn't design that way. then I notice mario galaxy forgo the free cam I had, now I know why lol And that's leaving the problem of listening multiple contact points which was a great source of pain but was needed (and slowed unity to a crawl).įor some reason, no project I do have simple idea like that, I'm trying to implement a planetary terrain, a "sphere" again, no up, I put it to rest for a moment to catch with life, I had a recursion bug to track lol I will finish them (I need the crawl system for having a controller working on a planet), but it will be a grind.ġ- I tried a side project: classic sonic but in 3d with mario galaxy physics, it mean creating an arbitrary controller for crawling any volume surface reduced to its core. Because animating + moving ground + wind + moving platform is a hell lot of reference to translate and sync. And I stopped when I realized I had to implement moving/rotating platform too, and differentiate between force applied by environment () or the input for the animation. In a world with no up direction that's a nightmare. But generally individual features I do.Īlso the kind of gameplay I want to do always involve obscure stuff nobody can help, My last encounter with unity's physics let me running in literal circle during 3 years, because it was a 6dof platformer, where you crawl freely on a surface with a camera similar to zelda games (direction of cam and character aren't the same). I do, it's just putting many features together that collapse, also there is a size there I can't track code, and hen I abuse encapsulating code into function, it make tracking bug a nightmare, after a few inception scroll and I forget what I was doing. There's plenty of savings to be had if you figure out specifically what your unique case needs and build something custom that only does that, in the most efficient way possible. We did have a bunch of ideas to push the limit up further, but since we'd already exceeded our spec'd requirements we didn't get to try any of those out.īasically, Unity's built in stuff is great, but it's built to meet broad and generic requirements. Rendering wasn't the bottleneck in either case. A simple test with a mockup of our custom system had several tens of thousands on the same hardware. In our tests, for our needs Unity's built-in systems topped out at around 6,000 units on our target hardware. We did it by making a custom system built specifically around the types of interactions we needed. In my project rendering wasn't really a concern, but we still had to handle all of the "physics" side of things. I've done something similar myself, albeit less graphically focused. Those tools simply aren't built for this kind of use case. Click to expand.People saying it's impossible to do this kind of thing in Unity are almost always referring to using the built-in, general purpose tools.
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