Mike V

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Mike V

Mike V

@RealtimeVFXMike

I make games, real time vfx, and tools. That is all. Working on @prodeusgame

Wisconsin, USA Katılım Mayıs 2015
442 Takip Edilen3.2K Takipçiler
Mike V
Mike V@RealtimeVFXMike·
@marcsh The floating platforms are rigidbodies that just have an impulse applied to them to correct their orientation and position each frame. The character controller applies an impulse for its weight and impact when landing.
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Mike V
Mike V@RealtimeVFXMike·
Character controller update. Added a first person version, same controller different input and camera setup. Cleaning up the code, commenting everything, adding parameters to replace magic numbers. Need to add some footstep sounds. #GameDev #IndieDev #Unity3D #FPS
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Mike V
Mike V@RealtimeVFXMike·
@theGiallo @ProdeusGame A pattern of raycasts to determine where the ground is at each point and then make triangles from those points and theeeen average the normals of those triangles to approximate the slope.
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Mike V
Mike V@RealtimeVFXMike·
Character controller update. Made a little sandbox in @ProdeusGame level editor and exported as obj. Added a rope bridge and hovering platform. Landing impact is now applied to rigid bodies. Short hop and tall jump by holding down button added. #GameDev #IndieDev #Unity3d
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Karet
Karet@5xa·
Gamedev is funny sometimes. A model that @makkon_art made for me in 2012 is still getting use.
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Mike V
Mike V@RealtimeVFXMike·
@hebtcd @ProdeusGame Yes, I'll put it up on github when It's all commented and organized.
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Mike V
Mike V@RealtimeVFXMike·
I fat-fingered something in the editor and accidently uploaded a weird square crop of the video. Here is the full frame video.
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Mike V
Mike V@RealtimeVFXMike·
There were some bugs with the obj exporter for the @ProdeusGame level editor as that was never a super tested feature, fixes will of course be in the update whenever it's done. Obligatory #screenshotsaturday tag.
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Mike V
Mike V@RealtimeVFXMike·
Working on @ProdeusGame splat map packing. I was using a really simple algorithm that started with the smallest face and filled up to the largest and then scaled to fit a square. Now it uses a binary tree style packing with much less waste. #GameDev #IndieDev
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Mike V
Mike V@RealtimeVFXMike·
@NorthfallGame Petition to change the term "rigid body" to "jimmy jiggler". I must be on some kind if list. Or maybe Tipper Gore marks all the NSFW content herself.
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Northfall Games
Northfall Games@NorthfallGame·
@RealtimeVFXMike UK Online Safety Act working hard I see. Can’t be letting the public watch: "rigid bodies on an estimated slope" "controller interaction" "weight impulses on rigid bodies" Disgusting. I used to enjoy wholesome content like this before the government stepped in. 😅
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Mike V
Mike V@RealtimeVFXMike·
Character controller update. Trying a new technique for stairs and more complex geometry. The blue box represents the estimated slope. Also interaction with rigid bodies and weight impulse on rigid bodies. Want to try a boat or a rope bridge next. #GameDev #IndieDev #Unity3d
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Mike V
Mike V@RealtimeVFXMike·
@shikidev Lots of stuff can cause that. All of the values on this camera are very lerpy. The camera position, the camera look-at position, the character velocity, all get lerped over time so it's smooth. The camera uses LateUpdate too so the character is done moving.
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Shiki of The Ritual Division
@RealtimeVFXMike One of the things I struggle with the most with third person controllers is that sometimes the camera jitters just a tiny bit I can fix it with time but usually forget how to fix it everytime
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Mike V
Mike V@RealtimeVFXMike·
Making a simple but comprehensive character controller for Unity which can be a hurdle for a lot of people starting out. Handles slopes, stairs, platforms that move, rotate, and stretch. I'll put it in a public repo when its all finished. #GameDev #IndieDev #ScreenShotSaturday
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Mike V
Mike V@RealtimeVFXMike·
@MooncastOnline I hadn't considered that kind of jumping. I just have it setting the velocity now. Probably would be something like checking the vertical velocity against the grounds vertical velocity.
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Mooncast Productions
Mooncast Productions@MooncastOnline·
@RealtimeVFXMike One of the most challenging parts of character controllers is deciding if you are on the ground or not while jumping up ramps. Matters a lot if you do platformer-style held jumps where gravity changes when you release the button.
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Mike V
Mike V@RealtimeVFXMike·
@Nomnom_ab It is a rigid body for collision with the world and other rigid bodies. But there is some extra stuff that handles slopes and stairs and platform influence.
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Mike V
Mike V@RealtimeVFXMike·
I started by distilling down the character controller for @ProdeusGame , which I think is pretty good, and have found some improvements that I can bring back to Prodeus when finished.
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Mike V
Mike V@RealtimeVFXMike·
I made this groomer tool to comb the hair and save a flow map (also all the rage at the time). The flow map was combined with the velocity map to get the final hair direction. I don't know how they ended up doing it in the final game, but this was fun to work on.
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Mike V
Mike V@RealtimeVFXMike·
Throwback Thursday to some pre-vis work for SotC remake. Did a few tests to show that the studio could actually do stuff I guess. Made in #Unity3D, fur done by me, model by Cliff Young artstation.com/cliffy411 and animations by @dbokser #VFX #GameDev
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Mike V
Mike V@RealtimeVFXMike·
For the fur physics, the shell mesh was rendered to a separate buffer with it's world position unwrapped to the uv coordinates. Then that was blitted back and forth with previous frames to get a velocity that pulled the hair in a trailing direction.
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Mike V
Mike V@RealtimeVFXMike·
The fur was a geometry shader, as those were all the rage at the time, applied to a Delaunay mesh shell over the colossus. The mesh was tessellated and a strand of hair was generated per triangle. Tufts were grouped per triangle.
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