Mab - Working on ETOS

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Mab - Working on ETOS banner
Mab - Working on ETOS

Mab - Working on ETOS

@Mab_Devv

Upside down man developing an imsim with a level editor in his spare time

Beigetreten Kasım 2019
272 Folgt4.4K Follower
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Mab - Working on ETOS
Mab - Working on ETOS@Mab_Devv·
I finally got a #Steam page up! ETOS is an immersive sim focused on exploration, world and system interaction, and making pacifist gameplay fun for the average person If any of that sounds interesting to you, consider wishlisting! #gamedev #indiegame #immersivesim
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vicpoire // vitvitDRIVER 3D out now
vitvitDRIVER 3D - a janky arcade delivery driving game. 5.99$ USD, with a 10% off launch discount :) thank you all for the support thus far OUT NOW, link below
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Moonwatch
Moonwatch@_M00NWATCH_·
@Mab_Devv I see. That is very interesting. I always want to let you know this is genuinely one of the best level editors I have seen and I would kill for something like this to be in Unity by default or as a package. Keep up the good work man.
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Mab - Working on ETOS
Tagging materials with what theyre supposed to be made of is now a thing In unity, a material only has data about how it looks, not what its made of My materials do, and is automatically tagging the objects that use it, so the game knows "this is wood, play wood foot sounds"
Mab - Working on ETOS@Mab_Devv

@hobbenhood Haven’t done yet but yea tagging different materials with what they’re supposed to be made of (wood, metal, concrete, etc) will be a thing That way I can do accurate footstep sounds among other things (wooden props will be destructible, metallic objects are grappling points etc)

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Mab - Working on ETOS
@TUKYOWAVE Oh true! raycast returns collider, not GameObject, so no need to getcomponent Still means that how it looks is divorced from what it’s made of, but I can make it so that applying a material to an object applies the correct physics material automatically too I’ll get on that, TY!
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TUKYO
TUKYO@TUKYOWAVE·
@Mab_Devv You can do this in unity with the collider on the mesh. There is a slot for a PhysicsMaterial on it. This can be used as a dictionary to determine the material on the mesh, and you can associate sounds. On col or ray etc, you get the collider and the PhysicsMat. No need for tags.
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Dave NewBlood
Dave NewBlood@DaveOshry·
Goddam Indonesia HATES Godot Engine
Dave NewBlood tweet mediaDave NewBlood tweet media
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Mab - Working on ETOS
@_M00NWATCH_ I’m not reading triangles, it’s just that because my code is actually generating all the game objects at runtime (I’m not doing any modelling here, i add a “room”,the code generates the objects) so it’s also able to change the objects tag based on material applied
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Moonwatch
Moonwatch@_M00NWATCH_·
@Mab_Devv I am curious, how exactly would this material tagging system work? I have a system that sort of works but a big limitation is that it cannot read the triangles of a static mesh. Do you have that same limitation or did you make a workaround?
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Mab - Working on ETOS
@EpicMcDude @VoicelessName yeah not sure how I’d tackle that efficiently (since sound is processed on the cpu I don’t know if a gpu solution would be viable) I could generate a seperate collider only GameObject to raycast to for each section (I already do in the editor)but prolly not great on performance
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Luis G. Bento //
Luis G. Bento //@EpicMcDude·
@Mab_Devv @VoicelessName Wish there was a better option, maybe through the GPU with the material or texture ID something. if you do a texture atlas and UV a room with 1 texture that has wood and plaster for ex. the mesh collider will only have 1 physics material so wood could affect plaster
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Mab - Working on ETOS
@VoicelessName oh cool, unity has physics materials too but theyre a bit barebones in comparison and even if they werent it would still require you to use getcomponent which is way more expensive than just checking the tag, unsure how expensive it is to do it in unreal
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Nameless Voice
Nameless Voice@VoicelessName·
@Mab_Devv Unreal Engine does tag materials with a "physics material" and let you query that. You still have to tag every object-specific material though.
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Mab - Working on ETOS
@Sinnoware Happy birthday Sinno! The best way to learn about game development is to work on a game :)
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森诺 ❤️ Immersive Sim
It’s my birthday. Please give me any advice or teach me something to help me improve. 🙇‍♂️
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Mab - Working on ETOS
Mab - Working on ETOS@Mab_Devv·
@hobbenhood Haven’t done yet but yea tagging different materials with what they’re supposed to be made of (wood, metal, concrete, etc) will be a thing That way I can do accurate footstep sounds among other things (wooden props will be destructible, metallic objects are grappling points etc)
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connor kirby
connor kirby@hobbenhood·
@Mab_Devv As always, wonderful work. I’ve been wondering - what is the current capacity/modularity for systemic materials? So baking, say, a burning mechanic into wood or a ricochet into metal. Can that be added in so that all you do is tag a door or wall and it brings it in?
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Mab - Working on ETOS
Mab - Working on ETOS@Mab_Devv·
Added a "move shape" function to my games level editor Lets you move the floor shapes from one room to another, allowing you to quickly and easily remodel the layout of a level And gave me an excuse to make a big funny arrow
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Mab - Working on ETOS
Mab - Working on ETOS@Mab_Devv·
@EternalShrek Will 1000% be campaign focused, with the level editor added on as a bonus And then the level editor will be ported to ever game I make after, which should make them way faster to come out
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idekatp
idekatp@EternalShrek·
@Mab_Devv Looks like it’s coming along great dude. Although I’ve recently been wondering, will ETOS be more focused on the level editor on on a campaign of its own? I think an imsim level editor will open up the door to so many people to make amazing things but I love a central campaign
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Mab - Working on ETOS
Mab - Working on ETOS@Mab_Devv·
So much of my time on this level editor is now just hooking up my code to the buttons and textboxes that past me gleefully threw around this ui Anyway, the material editor panel is now fully working
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Dillon Rogers
Dillon Rogers@TafferKing451·
Today on "stupid Gloomwood ideas that didn't make the cut": the carpet roller. (Sketched probably in 2020?)
Dillon Rogers tweet media
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Mab - Working on ETOS retweetet
Crayon
Crayon@CrayonMelon·
FUNI RACCOON GAME OUT NOW
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dollo
dollo@D0ll04·
The 10hit demo is out now. You getter go play it.
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