roachking and his guild
weird graphical glitches
starting areas super packed even with instancing
mounts @40 again
Fucking more elves
Desyncing animations
though prof and I made a random friend so... neat.
roachking and his guild
weird graphical glitches
starting areas super packed even with instancing
mounts @40 again
Fucking more elves
Desyncing animations
though prof and I made a random friend so... neat.
If I knew nothing about Unity, I wouldn't know to ask the AI to create prefabs, mark objects as static, create LODs, use GPU instancing etc. That needs to be prompted explicitly.
If I knew nothing about Unity, I wouldn't know to ask the AI to create prefabs, mark objects as static, create LODs, use GPU instancing etc. That needs to be prompted explicitly.
Not every mesh shares the same mesh filter, so instancing isn't always possible.
Not every mesh shares the same mesh filter, so instancing isn't always possible.
github.com/DerSchmale/t...
github.com/DerSchmale/t...
otherwise yes, it is raycast based! its a mix of raycast phyiscs queries and multi mesh instancing.
otherwise yes, it is raycast based! its a mix of raycast phyiscs queries and multi mesh instancing.
LOD, culling, instancing. like, iirc Unreal has a dynamic instancing system where you can have millions of tris visible, but the computer only needs to calc ~10% of em
LOD, culling, instancing. like, iirc Unreal has a dynamic instancing system where you can have millions of tris visible, but the computer only needs to calc ~10% of em
But yeah, they should be able to do both in current year.
But yeah, they should be able to do both in current year.
No instancing!
The buildings are not too bad, but it was clear it would never handle the vegetation, and render times were horrible.
No instancing!
The buildings are not too bad, but it was clear it would never handle the vegetation, and render times were horrible.
Bye bye polycount count limits!
Bye bye polycount count limits!
Discover how Lunch Money Games & Funday Games used Unity’s Input System, GPU instancing, and a single codebase to scale Scritchy Scratchy across platforms!
🔗 Read the full dev interview: on.unity.com/ScritchyScra...
Discover how Lunch Money Games & Funday Games used Unity’s Input System, GPU instancing, and a single codebase to scale Scritchy Scratchy across platforms!
🔗 Read the full dev interview: on.unity.com/ScritchyScra...