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Alan Sherba
215 posts

Alan Sherba
@AlanSherba
Game enjoyer. Created @AnimalCompanyVR & other things. aka Coda, Sherbb
USA Beigetreten Nisan 2019
37 Folgt288 Follower

@suzpire i don't think so. it's from: assetstore.unity.com/packages/3d/ve…
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@AlanSherba I recognise that tree on the left, is it in animal company?
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In the end this lets us randomly generate new map layouts every week.
More importantly however, it lets us make big structural changes to an environment. Even if we never used random generation, marking up our environment flow into socket-ed chunks like this is so useful for being able to make big iterations on a level.
In the video you can see a few major iterations the mines environment has gone through.
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@MohamedHamdy295 Roughly the same as something like this: code.tutsplus.com/make-a-neon-ve…
But all done on GPU with compute shaders. Then the final displacement texture is sent to a VFX system instead of just displacing a mesh.
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@AlanSherba Its really amazing
can you explain to me how did you achieve the background effects
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@passivestar_ Kinda sound like im just asking for a package manager that already exists lol idk.....
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> Resources
Oof yeah this makes things more complicated. I was going to suggest using gists to manage it, but you couldn't bundle a texture with it...
To me having tiny components is good, but the source code being quickly auditable and fork-able is a requirment.
I imagine lots of components in a monoreop would lead to me copy-pasting components into my own repo, where I then loose any benefit of being able to track changes from the original author vs my own.
Once I download a plugin, it needs to be edit-able. Either I break the link to the origin, meaning no chance of a future update and i'm removed from this ecosystem, or I fork something.
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Don't have any solution lol. It feels like a Github UI/UX issue. A repo for every node is the answer, but organizing and managing such a thing is horrid. Gists are lighter-weight but less functional 🤷
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