How Nintendo solved Zelda's open world problem
This video explores the biggest challenge faced when developing The Legend of Zelda: Breath of the Wild. Nintendo wanted to create a sense of freedom and exploration while also guiding players towards key story locations. They focused on creating a variety of attractive landmarks and points of interest, such as shrines, stables, and enemy camps, each offering unique benefits. They also used the triangle rule, designing the landscape with triangular formations that naturally guided the player's eye and revealed new locations gradually. This created a chain reaction of discoveries, drawing players organically across the map. With this approach, players freely explored while still ending up at important story locations.
https://youtu.be/CZzcVs8tNfE
#openworld #gamedesign #leveldesign
This video explores the biggest challenge faced when developing The Legend of Zelda: Breath of the Wild. Nintendo wanted to create a sense of freedom and exploration while also guiding players towards key story locations. They focused on creating a variety of attractive landmarks and points of interest, such as shrines, stables, and enemy camps, each offering unique benefits. They also used the triangle rule, designing the landscape with triangular formations that naturally guided the player's eye and revealed new locations gradually. This created a chain reaction of discoveries, drawing players organically across the map. With this approach, players freely explored while still ending up at important story locations.
https://youtu.be/CZzcVs8tNfE
#openworld #gamedesign #leveldesign
YouTube
How Nintendo Solved Zelda's Open World Problem
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
To mark the release of The Legend of Zelda: Tears of the Kingdom, let's look back at the making of Breath of the Wild's open world.
=== Sources ===
How the…
To mark the release of The Legend of Zelda: Tears of the Kingdom, let's look back at the making of Breath of the Wild's open world.
=== Sources ===
How the…
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Post-Processing Wireframe/Outlines: A simple post-processing outline effect that uses depth-based edge detection (Built-in RP).
A wireframe and outline (2-in-1) effect for Unity that uses depth-based edge detection to render thick, quality post-processing wireframes and outlines. You can control the line thickness, edge detection threshold, colour, and blend state. Unlike the typical edge-detection techniques of using a sobel filter/kernel, we compare depth against the local area average- calculated using what is essentially box blur.
https://github.com/MirzaBeig/Post-Processing-Wireframe-Outlines
#postprocess #wireframe #shader
A wireframe and outline (2-in-1) effect for Unity that uses depth-based edge detection to render thick, quality post-processing wireframes and outlines. You can control the line thickness, edge detection threshold, colour, and blend state. Unlike the typical edge-detection techniques of using a sobel filter/kernel, we compare depth against the local area average- calculated using what is essentially box blur.
https://github.com/MirzaBeig/Post-Processing-Wireframe-Outlines
#postprocess #wireframe #shader
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Dark_And_Stormy_3.gif
31.5 MB
Dark and Stormy: a funky skybox shader for Unity.
http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html
Repo: https://github.com/SquirrelyJones/DarkAndStormy
#shader #clouds
http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html
Repo: https://github.com/SquirrelyJones/DarkAndStormy
#shader #clouds
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Everyday Unity
Darktide-40K-in-Unity-FullBody-FPS-Controller: A completely refactored, Open Source Full Body FPS Controller. Inspired by Darktide and DISHONORED/ Dark Messiah, uses TWO armatures to layer Generic "Arms-Only" FPS Animations, without losing any of the "Full…
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Multiplayer Unity FullBody FPS Controller: A collaborative test project with a simple Mirror Multiplayer game. Built to test a potential workflow with remote artists and programmers.
Built on top of Free Open-Source FullBody FPS Controller I shared recently.
https://github.com/TCKingCeryn/Multiplayer-Unity-FullBody-FPS-Controller
#character #fps #netcode
Built on top of Free Open-Source FullBody FPS Controller I shared recently.
https://github.com/TCKingCeryn/Multiplayer-Unity-FullBody-FPS-Controller
#character #fps #netcode
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Managed Shell Objects: How Bad are Leaked Managed Shells?
https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/managed-shell-objects.html
Repo with a sample of a leaked managed shell: https://github.com/keijiro/ManagedShellTest
#memory
https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/managed-shell-objects.html
Repo with a sample of a leaked managed shell: https://github.com/keijiro/ManagedShellTest
#memory
GitHub
GitHub - keijiro/ManagedShellTest
Contribute to keijiro/ManagedShellTest development by creating an account on GitHub.
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How to use RaycastCommand
RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations.
https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/
#physics #jobs #raycast
RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations.
https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/
#physics #jobs #raycast
COFFEE BRAIN GAMES
How to use RaycastCommand
It’s been a while since my last post. I was busy with processing my Visa and exit clearance since the last one. I haven’t opened Unity since then. I arrived in Germany last February 9 a…
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Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells
I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made.
https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline-for-2d-animation-in-i-dead-cells-i-
#animation
I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made.
https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline-for-2d-animation-in-i-dead-cells-i-
#animation
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[60sec SHADER BREAKDOWN] How to make realistic photograph/paper burning VFX!
https://www.reddit.com/r/Unity3D/comments/13pmlam/60sec_shader_breakdown_how_to_make_realistic/
#shadergraph #burn
https://www.reddit.com/r/Unity3D/comments/13pmlam/60sec_shader_breakdown_how_to_make_realistic/
#shadergraph #burn
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Accessing texture data efficiently | Unity Blog
An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches.
https://blog.unity.com/engine-platform/accessing-texture-data-efficiently
#rendering #texture #performance
An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches.
https://blog.unity.com/engine-platform/accessing-texture-data-efficiently
#rendering #texture #performance
Unity
Accessing texture data efficiently
Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
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Generated Adventure — postmortem of a game made with chatGPT and Midjourney (prompts included)
The post discusses the development process, challenges faced, and insights gained from using AI models for generating an adventure game
https://blog.luden.io/generated-adventure-the-postmortem-of-a-game-made-with-chatgpt-and-midjourney-prompts-included-f87e7e615204
#aigeneration
The post discusses the development process, challenges faced, and insights gained from using AI models for generating an adventure game
https://blog.luden.io/generated-adventure-the-postmortem-of-a-game-made-with-chatgpt-and-midjourney-prompts-included-f87e7e615204
#aigeneration
Medium
Generated Adventure — The Postmortem of a Game Made With chatGPT and Midjourney (Prompts Included)
Generated Adventure is a free web point-and-click adventure game made during the Ludum Dare 53 game jam, involving all the generative…
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Everyday Unity
Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made. https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline…
Shaders Case Study - Dead Cells' Character Art Pipeline (3D -> 2D)
How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models.
https://www.youtube.com/watch?v=iNDRre6q98g
#animation
How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models.
https://www.youtube.com/watch?v=iNDRre6q98g
#animation
YouTube
Shaders Case Study - Dead Cells' Character Art Pipeline
Get the Shaders for this Video here ➜ https://github.com/Broxxar/PixelArtPipeline
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran
Extra Links
Gamasutra article on Dead Cells' art…
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran
Extra Links
Gamasutra article on Dead Cells' art…
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How to properly implement movement in Unity 2D: Learn the basis of a proficient platformer controller
Games such as Super Meat Boy, Celeste, The King’s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the player’s movements feel natural and responsive enhancing the overall gameplay experience.
https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/
#controller #platformer
Games such as Super Meat Boy, Celeste, The King’s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the player’s movements feel natural and responsive enhancing the overall gameplay experience.
https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/
#controller #platformer
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InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader
https://github.com/aleksandrpp/InteractiveSmoke
#smoke #feature
https://github.com/aleksandrpp/InteractiveSmoke
#smoke #feature
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InstantPipes: A Unity editor tool for quickly generating pipes — with pathfinding
https://github.com/letharqic/InstantPipes
#pcg #procedural #pipe
https://github.com/letharqic/InstantPipes
#pcg #procedural #pipe
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UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline).
https://github.com/jiaozi158/UnitySSReflectionURP/
#reflection #urp
https://github.com/jiaozi158/UnitySSReflectionURP/
#reflection #urp
GitHub
GitHub - jiaozi158/UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline).
Screen Space Reflection for Unity URP (Universal Render Pipeline). - jiaozi158/UnitySSReflectionURP
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Matusson/UCloth: Burst-based Unity cloth simulation
This project is not production ready and no further work will be done. It is primarily intented to be a learning resource
https://github.com/Matusson/UCloth
#cloth
This project is not production ready and no further work will be done. It is primarily intented to be a learning resource
https://github.com/Matusson/UCloth
#cloth
GitHub
GitHub - Matusson/UCloth: Burst-based Unity cloth simulation
Burst-based Unity cloth simulation. Contribute to Matusson/UCloth development by creating an account on GitHub.
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DOTS Samples
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples
Also contains a list of links to learn more about DOTS
https://github.com/Unity-Technologies/EntityComponentSystemSamples
#dots #ecs
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples
Also contains a list of links to learn more about DOTS
https://github.com/Unity-Technologies/EntityComponentSystemSamples
#dots #ecs
GitHub
GitHub - Unity-Technologies/EntityComponentSystemSamples
Contribute to Unity-Technologies/EntityComponentSystemSamples development by creating an account on GitHub.
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Everyday Unity
InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader https://github.com/aleksandrpp/InteractiveSmoke #smoke #feature
Counter Strike 2 Smoke
Another example of the smoke implementation. Looks better to me than the previous sample.
https://youtu.be/ryB8hT5TMSg
#smoke #vfx
Another example of the smoke implementation. Looks better to me than the previous sample.
https://youtu.be/ryB8hT5TMSg
#smoke #vfx
YouTube
I Tried Recreating Counter Strike 2's Smoke Grenades
Get 20% Off + Free International Shipping with promo code ACEROLA at
https://mnscpd.com/acerola ! #ad
Counter Strike 2 releases soon and it comes with some very innovative smoke grenades! But, how do these smoke grenades work? Why can't anyone properly recreate…
https://mnscpd.com/acerola ! #ad
Counter Strike 2 releases soon and it comes with some very innovative smoke grenades! But, how do these smoke grenades work? Why can't anyone properly recreate…
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CI/CD pipeline Unity Part 1
How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a
#ci
How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 1
A CI/CD pipeline is an incredibly valuable addition to any Unity project.
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CI/CD pipeline Unity Part 2
Setting up a pipeline for automating the build and release of our project.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-2-e5e6693d4546
#ci
Setting up a pipeline for automating the build and release of our project.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-2-e5e6693d4546
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 2
In this second article in our series, we’ll talk about extending our CI/CD pipeline, to configure a regular automated release
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CI/CD pipeline Unity Part 3
We’ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367
#ci
We’ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 3
In the 3rd article in this series, we talk pipeline optimisation and improvements for Unity CI/CD. To get faster and more reliable workflow
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