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Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
@DMGregory I will try first the tiling method I exposed and then will try your method to see wich is better. I think having the image splitted is a good way to balance CPU vs Texture Uploading bottleneck vs GPU and this is something I would like to test.
Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
@idurvesh I started my project following that tutorial but it was too slow when using big images. Thanks anyway.
Jun
8
accepted Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
Jun
8
comment Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
So, it seems The RTT process happens all in GPU. I suppose the camera information will be uploaded to the gpu and this will be used to do the render to texture, is it done this way? I like the idea but I can't see how I could implement erasing using the method you have explained. I can just come across this: Get current affect cuad (the one erasing has occurred) from the original image, set affected pixels to transaprent and reuploading with apply the cuad to update the zone. Am I missing something?
Jun
8
revised Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
added 254 characters in body
Jun
8
asked Efficient modification of Texture2D at runtime for a 2D painting game in Unity3D
May
12
comment Algorithm to make an entity follow tile edges in a tilemap
In the end, I'm using a state machine. Ok, the logic is not spread across several state classes. Im my case it is done this way because I think it does not bring anything different to the table because all code is just a copy paste of the main idea with some different values (moving direction, etc...). Anyway, I have it well splitted in different functions for every case. Again, simulating the multiple state classes approach. I am more interested in knowing if there's any "magic" idea that could lead to a cleaner way to do this.
May
11
asked Algorithm to make an entity follow tile edges in a tilemap
Apr
3
comment wheeled 2D character controller platform edges problem
I expected this behaviour. It is sensible, what I would like to know is how could I fix this issue. I guess dirty tricks must be applied to fix this but who knows... For example, Should I be raycasting into the ground and use the circle just work to slide the hero over the ground? I have seen games using this techique (devoloper let me know) and they don't suffer from this issue. I have done tests using different things that came to mind but did not fidn a goodl solution/feeling.
Apr
2
comment wheeled 2D character controller platform edges problem
I have added a picture showing the problem.
Apr
2
revised wheeled 2D character controller platform edges problem
added 170 characters in body
Apr
1
comment wheeled 2D character controller platform edges problem
Sorry, but don't understand what you mean. Won't this be odd to the player? Could you explain it a bit more?
Apr
1
asked wheeled 2D character controller platform edges problem
Mar
20
awarded  Curious
Feb
13
awarded  Popular Question
Feb
11
comment Procedural Progressive wave system advice
Agreed. Let's see what I can come with :). Thanks.
Feb
11
comment Procedural Progressive wave system advice
This is more or less the idea I had. But create something meanful, fun and challenging is pretty difficult because its procedural nature. On the other hand the added powerups, etc... make things pretty difficult I think.
Feb
11
comment Procedural Progressive wave system advice
The game is being created under unity (C#). What do you mean by custom event model? If you mean Event System, yes, I have an in-house one. Just to clarify, my question is mainly about creating and managing the wave creation inteligence while the player advances through the game.
Feb
11
asked Procedural Progressive wave system advice
Feb
2
awarded  Popular Question