Tim Aksu

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Tim Aksu

Tim Aksu

@timaksu

Game developer by day ☀️ game developer by night 🌙 icantswitchoffpleasesendhelp

Melbourne, Australia Katılım Aralık 2012
328 Takip Edilen172 Takipçiler
Tim Aksu
Tim Aksu@timaksu·
Here we go.. haha
GODhatesNFTs.Algo@charspop28

@NASA OK so help me understand how this is real? The light is on the top of the moon in this picture, but the shadow on earth shows that the moon should be lit up completely in this view of the moon?!

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Tim Aksu
Tim Aksu@timaksu·
@Aurelien_Gz @musabalfawal Cool concept - is it actually possible? I noticed the clock and battery is not visible, and I don’t imagine this “plays nice” with native Dynamic Island content (ie if you’re listening to music)
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Aurelien
Aurelien@Aurelien_Gz·
dunno why dynamic island + micro interaction always hits this hard.. wizard » @musabalfawal
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Tim Aksu
Tim Aksu@timaksu·
@ArcRaidersInfo I love that it has a weapon that forces you to back up from the cover you’re using when you’re engaging it. Leaves you more vulnerable to attack from other angles compared to when you fight other arc. It’s cool game design! Keeps gameplay fresh :)
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ARC Raiders Informer
ARC Raiders Informer@ArcRaidersInfo·
In-game footage of the NEW Vaporizer Arc… IT DOES NOT FUCK AROUND 🔥💀
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Tim Aksu
Tim Aksu@timaksu·
@lucas__crespo @_chenglou The pinch to zoom should offset the scroll position based on where inside the scroll rect you are in order to keep the text you’re reading centered
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Mirza Beig
Mirza Beig@TheMirzaBeig·
🧊 Demonstrating backface refraction and masked blur/scattering for frosted glass in Unity (URP). -- I've been asked about this multiple times, so I figured another demo was called for, also showing off dispersion and other effects. 🐵 It's variable over the model, and works per-material. I can render any number of layers, but more than a few can get expensive. Just one is sufficient to simulate limited realtime pathtracing, -> to a fractional-resolution target. #unity3d #gamedev #indiedev
Mirza Beig@TheMirzaBeig

Smoothed realtime depth blur for frosted glass in Unity URP, where distance from the surface (for anything rendered behind) determines the per-pixel, variable blur radius.

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Tim Aksu
Tim Aksu@timaksu·
@tannerlinsley @AArdvarkErick Agreed, I also interpreted it as “no more ads” full stop, but also I don’t care and I don’t think it’s a big deal haha
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Tanner Linsley
Tanner Linsley@tannerlinsley·
📣 We removed third-party ads from tanstack.com! The site is faster, simpler, and more honest now. Still not perfect, and still more work to do. Read about the process, progress, and what's next in our blog post: 🔗⬇️🧵
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Tim Aksu
Tim Aksu@timaksu·
@XorDev For me profiling and getting a good sense of what kind of performance impact certain bits of code has and why
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Xor
Xor@XorDev·
What are your biggest pain points in making shaders?
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Xor
Xor@XorDev·
What do you need to better debug shader code?
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Tim Aksu retweetledi
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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Mr F
Mr F@guycalledfrank·
Improvised a little lampshade shader that imitates scattered light from inside. Code in the pic! :) Details in the comments... #gamedev
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Speranza Intel
Speranza Intel@SperanzaIntel·
Matriarch looters 🤣 📽️roycekeanu
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Tim Aksu
Tim Aksu@timaksu·
@aimkeyx Believe it or not they want you to interact with the game
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aimkey
aimkey@aimkeyx·
whos idea was it to make herbals limited stock
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Tim Aksu
Tim Aksu@timaksu·
@rilemtwit Very cool! Is it possible to AA the hard edges when it’s in “beam” mode?
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Richard Lems ☕
Richard Lems ☕@rilemtwit·
Was fiddling to get a nice lighthouse beam in Construct. I think this is starting to look decent!
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Tim Aksu
Tim Aksu@timaksu·
@UnityCodeMonkey I could be wrong but I believe you also need a null check before accessing as ie current keyboard could be null where it would’ve just returned false before
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Code Monkey
Code Monkey@UnityCodeMonkey·
With Input Manager becoming deprecated after Unity 6.3, your scripts using Input.GetKey, Input.mousePosition, or GetMouseButtonDown will need to change. Modern Input System covers all these, and is just as simple for basic needs! Check out my cheat sheet to see how easy it is to convert your code to stay up to date. BUT for OnMouseEnter or similar MonoBehaviour callbacks they do NOT work with the Input System! You'll need to switch to event interfaces like IPointerEnterHandler, plus make sure you've got a Physics Raycaster & EventSystem in your scene. So upgrading that part is a bit trickier, but the rest are easy.
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قصي | مطور ألعاب
قصي | مطور ألعاب@Qusai_Allaham·
Dear @unity @unitygames Team, I have been building worlds and developing games with Unity for nearly a decade. Over these 10 years, I’ve seen the engine grow, evolve, and empower developers globally. First, I want to genuinely thank you for the recent updates to the UI Toolkit. Seeing native support for Arabic there was a massive step forward and a moment of celebration for the Arab development community. It shows that you are listening. However, we are facing a critical gap. While UI Toolkit is the future, TextMesh Pro (TMP) remains the industry standard for the vast majority of existing projects and legacy codebases. For us, migrating entirely to UI Toolkit isn't always feasible yet. Currently, to support the millions of Arabic-speaking players who are eager to play our games, we still have to rely on workarounds, third-party assets, or complex hacks just to get TMP to render our language correctly. We need native Arabic support in TextMesh Pro. This isn't just about convenience; it's about compatibility and inclusion. The Arab gaming market is one of the fastest-growing in the world. We want to deliver the best experience to our players using the tools we rely on every day. Please consider bridging this gap. Let us support our culture and our players natively, whether we use the new UI Toolkit or the trusted TextMesh Pro. Thank you for your continuous hard work. #Unity3D #GameDev #IndieDev
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Tim Aksu
Tim Aksu@timaksu·
@joshpuckett I’m glad it works for you! I don’t think it’s performance related - don’t have much web dev experience but it reminds me of lag issues I’ve had with a card flipping animation. I had to set a flag on the parent dom element? Sorry I can’t be much more help!
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joshpuckett
joshpuckett@joshpuckett·
This is Bloom, an iOS inspired pull down menu for the web. Fully configurable, interruptible, and themeable. Watch the demo and grab it below.
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Mike Turitzin
Mike Turitzin@miketuritzin·
Just saw this in an article and had to double-take - I don't think I've ever seen switch cases used this way. The idea is to handle both alt+return and F11 without calling SetFullscreen twice, presumably. Seems cursed?
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Schaffrillas
Schaffrillas@Schaffrillas·
Australia does not give a shit dude 😭
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