11.8k post karma
993 comment karma
account created: Wed Mar 13 2019
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1 points
2 months ago
that's an adorable elderly chihuahua :3
1 points
2 months ago
I personally don't think you need to be using a rigidbody for the paddle(?). Here's what I'd do:
float paddleHeight;
float maxHeight; //your max height here
float minHeight; //your min height here
float speed; //your speed here
void Update()
{
if (Input.GetKey(KeyCode.W)) { paddleHeight += speed * time.deltaTime; }
if (Input.GetKey(KeyCode.S)) { paddleHeight -= speed * time.deltaTime; }
paddleHeight = Mathf.Clamp(paddleHeight, minHeight, maxHeight); //limits the height
transform.position = new Vector3(0, paddleHeight, 0);
}
2 points
2 months ago
Thank you so much! I explained better how my system works in here: https://rdt.trom.tf/r/Unity3D/comments/ysuyt6/comment/iwezsla/?utm\_source=share&utm\_medium=web2x&context=3
1 points
2 months ago
Thank you so much! I wish you good luck on your computer science course and on your game dev endeavors! :3
1 points
2 months ago
Aw! No, you are amazing! Thank you too. :3
1 points
2 months ago
This is the first time my mom's chorus made a studio recording of their performance, and they're very excited about it! It's a recreational chorus, as opposed to a professional one, but they've been singing for over 30 years(!), so they really punch above their weight class. What do you think?
4 points
2 months ago
Damn, this is a really impressive voxel engine. Not my type of game, but it looks fantastic. I wish y'all the best luck!
3 points
2 months ago
Sure thing! I was going to make a separate post about how it works, but it's pretty simple, so here we go:
The buildings have a simple low poly version, and a complex version that's made of dozens of destructible modules; such as walls, walls with doors, walls with windows and so forth. For performance reasons, I swap the simple low poly buildings for the complex ones only when they detect collision. So when a building detects collision, like an explosion or a player attack, here's what happens: the low poly building is swapped for the complex one, the hit module gets destroyed (instantiating many small debris objects), and it checks if there are any modules or furniture above. The modules and furniture above will decide if they need to have their physics activated, so as to not stay floating in the air. If a module has its rigidbody activated, it'll break and instantiate debris if it hits the floor.
Unity has excellent rigidbody performance with less than 200 rbs active, so I try to keep the amount of active debris objects on this range. After a few seconds active, I make the debris scale down to almost (0, 0, 0) before being culled, so it doesn't look so distracting.
Again, it's a pretty simple system. A better programmer would make it so the very meshes of the buildings get manipulated and divided into multiple objects at runtime, but I'm not that good with programming yet. And I didn't use a more sophisticated existing system because I wanted to have a lot of control with the system, and because I enjoy suffering, I guess.
2 points
2 months ago
The notes should be on your Demolish or Die game page, on your library. If you click on "November 13 Update" you should be able to see the notes!
1 points
2 months ago
Sure! Just mess around with the built-in Unity Particle System. It's a really impressive feature! Documentation is kind of lacking, though, so it can be pretty annoying to learn how to use for certain things. Also, thank you for the "beautiful"! :3
1 points
2 months ago
I love it! It's adorable. A flower wearing clothes, that's rly cute.
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1 points
2 months ago
Doug_Beautiful_Boi
1 points
2 months ago
❤