Studio Tatsu

255 posts

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Studio Tatsu

Studio Tatsu

@StudioTatsu

Professional Software Engineer, Indie Game Developer, and creator of dozens of unreleased video game concepts and prototypes. ★ https://t.co/kcyRHdjOYT

United States Katılım Aralık 2018
35 Takip Edilen4.4K Takipçiler
Mr F
Mr F@guycalledfrank·
Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays?
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Studio Tatsu
Studio Tatsu@StudioTatsu·
@VehiclePhysics 😖 sigh. Maybe I should go get a job at Unity, add it. Then quit. jk 😅
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Vehicle Physics
Vehicle Physics@VehiclePhysics·
1- Yes 2- Yes 3- Hell, yes. I’ve been requesting this feature (available in PhysX since 2016) since 2018 at least. Why the Unity Physics team has zero interest in simply exposing it is beyond my comprehension. discussions.unity.com/t/my-top-three…
Mr F@guycalledfrank

Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays?

Oviedo, Spain 🇪🇸 English
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s&box
s&box@s8box·
s&box is now open source — we're pleased to share our .NET 10 game engine source under the MIT license. Our goal with the play fund, royalty free game exporting and open source are all about giving back to the community so everyone wins. 👉github.com/Facepunch/sbox…
s&box tweet media
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Ondrej Hrušovský
Ondrej Hrušovský@Skylonxe·
Extensive "ChaosModularVehicle" plugin was moved from Epic's private folder into public ue5-main. It contains chaos vehicle simulation which consists of parts like engine, suspension, thruster, transmission, clutch, axle, aerofoil and more. github.com/EpicGames/Unre…
Ondrej Hrušovský tweet mediaOndrej Hrušovský tweet media
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Vehicle Physics
Vehicle Physics@VehiclePhysics·
It's happening. I'm replacing Unity's WheelCollider with my custom wheel collider code in Vehicle Physics Pro. A ton of tweaks in VPP vehicles are now gone because they were designed exclusively for fixing the WheelCollider. It's an immense pleasure to remove all of this. #Unity3D #NotMadeWithUnity #Physics #IndieDev #GameDev
Vehicle Physics tweet mediaVehicle Physics tweet media
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Studio Tatsu
Studio Tatsu@StudioTatsu·
#GDC2023 been in line for 30 minutes, and already made new friends. Might be a good year. 😊 #GDC23
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DICEMAN
DICEMAN@DICE_MAN321·
A little teaser of an animation I'm remaking in Dreams. Still early in production but its getting there. Kudos if you can name the flash animation this is from. #MadeInDreams #DreamsPS4 #animation
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Unreal Engine
Unreal Engine@UnrealEngine·
Ready to achieve the driving feel you need for your next project? 🛞 Our latest Tech Talk digs into Chaos Vehicles, the lightweight system for performing vehicle physics simulations in #UE5: youtube.com/watch?v=Wc6lUX…
YouTube video
YouTube
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Inu Games
Inu Games@games_inu·
#ue5 motion matching fun. if you give only jog anims to mm, then when you try to walk very slowly it will still try hard to make something with resources at hand (in this case chunks of stop anims with correct speed)
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Ryan Schmidt
Ryan Schmidt@rms80·
Some more advanced Geometry Script mesh processing - you can create a BVH for a mesh, cast rays, do SDF-based topological closure, smooth the result, and simplify it. The BVH also supports nearest-point-on-surface and point inside-outside query (using Fast Winding Number)
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