- what now
1,573 points529 comments4 d ago
- Made a procedural animation system for my mech
863 points52 comments5 d ago
- dont look :p
2 days ago i shared this and i got alot of kind words so i figured i would show one of the other level designs im working on for our game :)
747 points36 comments6 d ago
- A gift to the community. A library of almost 600 3d assets. Claim it - keep it forever.
The coupon can be redeemed for the next 24h. Coupon: https://pizzadoggy.itch.io/5ESE9BAWHP
512 points34 comments5 d ago
- Is this bad practice? having so much components in my player
So, I been trying to separate my entities to make them modular, this is my player. I wanted to make different systems, but those systems can also be used for enemies, so i separated each system...
382 points195 comments6 d ago
- I think I overdid my game's main menu....
Hey guys, I recently released the first demo of No Such Floor on Steam, but things didn't go quite as well as I had hoped. So I decided it was time to give the game a bit of a makeover. Here are...
349 points67 comments3 d ago
- Neat cigar smoke effect done with Unity's VFX graph and EmberGen
A three-part effect: one ribbon for the thin smoke trail coming from the cigar, a flipbook for the smoke wisps, and another one that I made for her breathing. Sometimes she breathes out smoke, but...
287 points16 comments2 d ago
- Tip: you don’t need to model construction stages. One clip shader builds all 111 of my buildings
My buildings are single-mesh shells (walls and roof aren't separate objects) and there are 111 of them, so modeling construction stages by hand was out. Instead, the real mesh gets a construction...
255 points26 comments2 d ago
- The first mission in my helicopter support game. Burn aliens to the ground and conquer the island!
237 points33 comments4 d ago
- I wrapped my horde shooter into a torus: a 51 m tube, 1 km around, with the horde on the walls and ceiling
The simulation never sees the doughnut. It runs on a flat 1024 × 160 m world with periodic boundaries: x wraps every 1024 m, z every 160 m. Distances use the minimum image convention from...
236 points34 comments4 d ago