RetroFlier

57 posts

RetroFlier

RetroFlier

@RetroFlier

Tham gia Aralık 2022
399 Đang theo dõi17 Người theo dõi
OperatorDrewski
OperatorDrewski@OperatorDrewski·
so i found the littlebird in arma reforger
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RetroFlier
RetroFlier@RetroFlier·
@apoc_dev Those tracers look really good. The world looks alive with all the vehicles, NPC interactions, smoke. Looks good.
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Apoc
Apoc@apoc_dev·
Made a discord if people are interested 👇
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Apoc
Apoc@apoc_dev·
@RetroFlier Instanced and some collider magic
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RetroFlier
RetroFlier@RetroFlier·
@apoc_dev For interactions, I do poition checks for the tree "cell" that holds that areas trees, and do individual distance checks per tree in the specific area I want to check. Very fast and can have horizon to horizon trees on mobile.
RetroFlier tweet media
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RetroFlier
RetroFlier@RetroFlier·
@apoc_dev Looks good. Is each tree a gameobject? I made a tree system where I have a master tree contoller that holds each tree in a class, with parameters like position rotation scale etc. Then use drawmeshinstanced to draw a thousand of trees per draw call...
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RetroFlier
RetroFlier@RetroFlier·
@MJF_game That is very creative. I love outside the box thinking for UI's. I'm designing a VR UI now and looking for this kind of innovative tricks!!
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RetroFlier
RetroFlier@RetroFlier·
@roadtovostok Looks amazing! Great textures, lighting, animations, and UI. For what it's worth, I have that exact Acog and there is not the black blur on the inside edges of the scope ring. It is clear to the edges.
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Road to Vostok
Road to Vostok@roadtovostok·
Rail movement (optic settings) is now restored from the old Unity build.
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RetroFlier
RetroFlier@RetroFlier·
@PalmerLuckey @benz145 I did some cool VR tracers where I would calculate the position of the bullet, then draw a line (actually stretch a quad with a sprite on it) from the previous frame position to the current position. It worked really well and looked "smooth" as it flew.
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Palmer Luckey
Palmer Luckey@PalmerLuckey·
It is very, very hard to emulate tracers correctly with current VR hardware. In real life, they rely very heavily on persistence of vision, smearing across your continuously-integrated view. Same goes for traditional night vision. VR displays, on the other hand, have to jam everything into a small handful of discrete frames, often just a single frame given the short engagement distances in most recreational shooters. Very hard to make that look even close to correct given the hardware and perception limits associated with current-gen hardware. Worth noting that some devs are just lazy on this and don't even begin to consider what doing it right would look like.
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Ben Lang
Ben Lang@benz145·
Q for VR devs: are good bullet tracers hard to do well? They're critical for the feeling of any shooting game, but I often see 3 main issues: too slow, wrong length, not bright. Is this just missing attention to detail or is there something that makes it extra challenging?
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RetroFlier
RetroFlier@RetroFlier·
@TheMirzaBeig @Igotlazyagain I do like using it IN shaders, to lerp between different textures. However, just played with it and it really looks aliased in VR... maybe someone smarter than me can figure better implementations though.
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Mirza Beig
Mirza Beig@TheMirzaBeig·
Dither-fading. No real transparency: it's 'simulated' using a progressive dithering pattern. Each fragment renders fully opaque or not at all (binary 0/1), as a "dissolve" of sorts. Not only retro, but more performant. (+solves many sorting issues) #gamedev #indiedev #unity3d
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RetroFlier
RetroFlier@RetroFlier·
@TheMirzaBeig @Igotlazyagain Did some figuring - dither uses Alpha Clip which is much slower than opaque. Great for your example objects, but not good for say 10k trees with overdraw.
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RetroFlier
RetroFlier@RetroFlier·
@TheMirzaBeig @Igotlazyagain Wait.... ASE dither works on opaque objects?? OK I have to try that. That will be a game changer for overdraw. I thought it was only for transparent.
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KickBack
KickBack@KickBackStudios·
People are talking about raytracing and dynamic GI and here I am still getting excited about how much better dithering makes dLDR lightmaps look. #indiedev
KickBack tweet media
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RetroFlier
RetroFlier@RetroFlier·
@FR3NKD Wow OK that is a great idea. Simple texture lookup instead of multiple texture samples. Ill try that on some of my modeling.
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FR3NKD
FR3NKD@FR3NKD·
Tavern architecture look development, using only tileable textures and trim sheets. Still a work in progress, but it's a good start! Feedback is appreciated!
FR3NKD tweet media
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RetroFlier
RetroFlier@RetroFlier·
@mac_shirk Wow well the attention to detail is incredible!
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MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
One week difference, approaching the end
MacKenzie Shirk tweet mediaMacKenzie Shirk tweet media
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Apoc
Apoc@apoc_dev·
sunday optimisations, added frustum culling to trees
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RetroFlier
RetroFlier@RetroFlier·
@FR3NKD Love the textures! Are you using POM on the rocks? Or just normal mapping?
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FR3NKD
FR3NKD@FR3NKD·
Exterior and interior walls will have different levels of deterioration.
FR3NKD tweet media
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RetroFlier
RetroFlier@RetroFlier·
@FR3NKD I love this! I also super optimize for the quest. It's amazing creating a huge level with 50,000 polygons, using normals to create beveled edges etc etc, then seeing a 100,000 polygon sandwhich in a AAA game. So rewarding when you can get good frames!
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FR3NKD
FR3NKD@FR3NKD·
Taverna is polygonally non-existent. All the architecture is like 170k triangles with displacement stones outside the Tavern. I'm obsessed with optimization, the number of materials for architecture is kept to a minimum and they are all tilable. This is what happens after 2 years of standalone VR development.
FR3NKD tweet media
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MicroProse
MicroProse@micro_prose·
MicroProse is proud to be publishing Cleared Hot! Dive into this nostalgic helicopter shooter with dynamic physics, tactical gameplay, and endless possibilities using your rope and magnet. Wishlist now on Steam: store.steampowered.com/app/1710820/Cl…
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