🚀 Technical Artist Available!
Hey everyone!
I’m currently pausing my side project and looking for some short-term contracts
My expertise includes:
- Shaders & Rendering Magic
- VFX & Procedural Content
- Art Direction
- 3D Modeling
Your shares are appreciated! Thanks!🙏
Goshhhh.... FINALLY !!!
3rd attempt to fluid simulations 🫠
Big thanks to
@IRCSS
for detailed explenation of GPU fluids simulation and
@_kzr
for clean and simple implementation ( Links in thread )
#madewithunity
#gamedevelopment
Been working more on 'GPU Run-time Procedural Placement' – with some tweaks in lighting and new tree models. Keen to hear your thoughts on how to enhance this further!
#unity3d
Wrestling with wind physics 🙃
Branches are doing their own funky dance - pretty sure I overdid the complexity. But it's shaping up... sort of.
In the meantime also added ambient fog particles.
#madewithunity
Finally, managed to make it work ...
Example of custom force injectors. Currently, the whole system takes around ~0.26 ms. It's not bad, but I think this might be easily improved to some ~0.1 ms( Tested on GeForce 2080)
#unity3d
#madewithunity
"Efficient GPU Rendering for Dynamic Instances "
Uploaded the second part about rendering all this vegetation.
If you've ever wondered how to get those dynamic instances running smoothly without frying your GPU, you should check it:
#madewithunity
"GPU Run-time Procedural Placement "
Have to say that I`m quite surprised by last response. Thanks for all shares <3.
Here`s a version where was testing wetlands ecotypes
#unity3d
#gamedev
One more example showing the workflow with projected meshes height.
Now need proper rock models cause these are just pebbles scaled 1000x times
#unity3d
" GPU Run-time Procedural Placement " making of is available.
Tried to include the main 'idea' and the process behind it.
You can read it here:
I'd love to hear any feedback or suggestions you might have!
#gamedev
#madewithunity
Frustum Culling, Stream compaction, GPU sorting ... my brain will not dispatch for a while 😶🌫️
Last week I were struggling a lot with understanding exactly how to implement all this fancy stuff ( more in Thread )
#madewithunity
#gamedev
Implemented feature for projecting meshes on terrain ( These white blobs are supposed to be rock formations etc.). Also, Terrain blend per object is added :)
#madewithunity
#gamedev
Inspired by the work of
@GhislainGir
decided to give a try his method.
Created custom particle system and rendered these into flat 2d textures. This gives quite natural natural-looking velocity map + it's simpler to think of the particles as wind waves
🛠️ Excited to unveil behind-the-scenes VFX from "The Inquisitor"! From initial stages to final cuts, dive into our journey.
Note: Captured mid-production, final visuals may vary.
#GameDev
#VFX
#TheInquisitor
Tried to move to DX12 to improve sorting but its still quite unstable in Unity + it would require tons of adjustments.
However... Thanks to
@aras_p
help I managed to improve DX11 version with "IslandGPUSort" ( adapted from Unity HDRP/SRP GPUSort code ) and its almost 2x faster
"Efficient GPU Rendering for Dynamic Instances "
Uploaded the second part about rendering all this vegetation.
If you've ever wondered how to get those dynamic instances running smoothly without frying your GPU, you should check it:
#madewithunity
Here's a sneak peek at squad mechanics: Right now, each squad uses a default line formation. I'm thinking about introducing unique formation styles for each team in the future. You might even get to customize your own team's formations etc.
#unity3d
Custom animation event system to perfectly trigger hitting period or sword trials.
Maybe not perfect in terms of garbage memory but working on that ...
#unity3d
Also replace unity animation rigging package with `final IK` and added ik for feets , heads etc.
Maybe its a bit less performant but I spent way too much time repairing various buggies from the built-in IK
#madewithunity
Infinite Terrain Shadows without ShadowMaps.
A bit hacky to inject in HDRP but algorithm itself is extremely simple. Currently working well with just 4 samples.
#madewithunity
#gamedevelopment
Was implementing GPU instancing for grass rendering on my own, but adding LODs, frustum culling, and occlusion culling were very time-consuming. So, I decided to use the GpuInstancer package. Surprisingly it works well even in the editor
#madewithunity
#gamedevelopment
Things getting serious ... Helicopter is done 🚁
Implemented outward forces to wind simulation. I'm still amazed about the amount of reaction to the last post 😊
#gamedevelopment
#madewithunity
@dinolordsgame
Collision system is based on top view depth map which render only around camera point of interest. ( There is only one type of collision mesh to draw to utilize indirect rendering )
Just returned from my second trip to Scotland. What a beautiful place!
Gathered tons of references and tried to visit every castle I could.
That was a good boost of inspiration!
@GhislainGir
Largest object sample velocity avg value by picking specific mip. There is still lack of randomness per tree in these kind of views but for now this will have to be enough
Inspired by the work of
@GhislainGir
decided to give a try his method.
Created custom particle system and rendered these into flat 2d textures. This gives quite natural natural-looking velocity map + it's simpler to think of the particles as wind waves
@dinolordsgame
Scattering is very similar to the method I describe here:
We have density/size maps and scatter instances around camera/player dynamically.
Highland Keep page is live! 🎉
It took me a lot of work, but my game finally has its own website. For now, there are only a few screenshots but will try to describe more of this project soon
Sharing would mean a lot. Thanks! 🙏
#IndieGame
Step into the dark world of Medieval Scotland!
- Fight and explore in a 3rd-person view
- Build and fortify your castle from a classic RTS perspective
- Create and manage your clan
More details coming soon! Stay tuned!
#IndieGameDev
#GameDev
Last few weeks struggled a lot with creating a custom terrain system from scratch. It`s so much work to do if you want to implement all fancy solutions from other AAA games.
Here is WIP showcase of non-destructive stamps workflow.
#gamedev
#madewithunity
I Found some old first attempts at creating agents with compute shaders. The gif shows 2 teams of agents that can deal damage, avoid basic collision and follow enemy.
Hope you can see anything because the compression is terrible.
#madewithunity
#gamedevelopment
Just discovered "unity-toolbar-extender" and it's a game changer for creating editor tools. Super handy way to quickly enable terrain editing in my Terrain system
#unitytips
#gamedev
Just integrated a new GPU Instancer for terrain procedural placement . Currently, only a few types of objects are added but already looks promising. The next step is to refine terrain mesh generation
#GameDev
#Unity3D
Recently I had the opportunity to talk a bit about my career path as a technical artist and how I used Unity within it.
Also, got a chance to drop a few hints about my current project (super excited about this one!) 😊
@dinolordsgame
There is also layerStamp version which inherit base logic but have option for custom bounds etc. ( Especially needed for dynamic grass adjustemnts under buildings etc. )
I tried few assets and found `Impostor Builder` to be the one which seem to be most scalable and non-destructive.
Had to do few hacks to integrate better in editor but these are minor changes cause it allow already for custom nodes etc.
@timsoret
Yup, I store current + last frame force texture.
Also have buffer of size 2 where I store all wind parms ( they may change over time )
It would probably be uniform and better optimized, but I'm leaving it as it is now
"Efficient GPU Rendering for Dynamic Instances "
Uploaded the second part about rendering all this vegetation.
If you've ever wondered how to get those dynamic instances running smoothly without frying your GPU, you should check it:
#madewithunity
Testing shields.
Just not sure how `physically` correct a missile test should be. For now, its fully based on shield collider and agents in general aim chest position. However, it is annoying when a random arrow flies right past player and hits arm.
#unity3d
So I wanted to give a try method from PathOfExile2 to render micro shadows using objects bent-normals and AO .
However, I have absolutely no idea where to inject in HDRP.
Any ideas :( ?
Finally manage to find `non-destructible` and easy to use impostor workflow and decide to share it because I feel that it is something that a lot of people are missing in Unity.
@GhislainGir
An additional advantage of this solution is that it allows for various custom events in the game that can be triggered by the player. (wind wave during attack, etc.)
🛠️ Excited to unveil behind-the-scenes VFX from "The Inquisitor"! From initial stages to final cuts, dive into our journey.
Note: Captured mid-production, final visuals may vary.
#GameDev
#VFX
#TheInquisitor
Lately, I spent most of the time refactoring code to allow players to define module `directions` more intuitively. I also divided the entire process into different `define maps` so players can preview and offset entire blueprint buildings
#indiegame
#gamedev
@dinolordsgame
Thanks a lot to the
@dinolordsgame
team and
@flarup
for letting me share some if this tech. If you are missing some old good rts like Stronghold and would like to see how it might blend with dinos you should definitely check their game 🦖
Forgot to mention one more thing that Impostor Graph does well: it captures the true scene Albedo, Normals, and other surface details.
This is super helpful because usually, you have to recreate the original shader logic in a special impostor shader, which can be a real pain
4.Also implemented rendering of the farthest grass cells. (it's not on the GIF). Jeremy Moore lecture inspired me a lot in terms of arranging and linking data on the GPU ( have to admit that `writing own terrain system` is now on my checklist 😅)
Prototyping tool for adding windows and doors. 🏰
I'll likely need to redo it, as it becomes hard to read with too many dots. The UI here is just a placeholder.
If you have any suggestions or good references, please let me know. Thanks :)
#gamedev
#indiedev
Started with a classic method: scrolling noises in one direction. But getting the physics right at different wind speeds, and making a convincing velocity map, meant juggling tons of parameters and textures
Experimenting with a modular head approach for my solo game project
The goal is to render 30-40 characters on screen, so performance is key. I'm still figuring out if this is the best approach, so any suggestions are welcome!
Working on a new facial expression system! The goal is to keep it optimized for performance, so we can have as many characters on screen as possible, while still capturing key emotions and expressions
#unity3d
#indiedev