Reputation
399
Top tag
Next privilege 500 Rep.
Access review queues
Badges
1 7 18
Newest
 Curious
Impact
~56k people reached

  • 0 posts edited
  • 0 helpful flags
  • 22 votes cast
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
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?
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.
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
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?
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.
Dec
7
comment Manual response when 2 shapes made of rectangular volumes collide
The difficult part is that it must be done same frame the collision is detected. Take into account that if you just place the moving volume on top of the taller static volumen dected it could still collide with a volume that was on this static volume. This collision will be detected next frame, so, it is not a valid solution.
Dec
7
comment Manual response when 2 shapes made of rectangular volumes collide
Yes, I have a bunch of different rectangular volumes and I want them not to be colliding with the rectangular volume I am moving. So, when the rectangular volume I am moving collides/penetrates the static ones it should be placed on top of them in order to make the volume do not penetrate the static volumes anymore.
Nov
29
comment Getting child collider when collision occurs in compound object in unity3d?
I have added a bit more of information to the question.
Oct
9
comment What are the common techniques to translate game ideas into game mechanics?
I don't think this too broad. This is one of the key cocept in game design. We, newcomers, want to know about the methods used to accomplish this. There are degrees where this kind of things are explained so, there is a theory behind them and for sure the would be well-known best practices to achieve it. Don't know why this was put on hold :/.
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
Ah, I see, I was looking into this last week. By the way I sent you an email will my contact. Thanks again.
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I like this idea. I had in mind something like this as I said before about the computer playing itself through the level. A new point of view I can extract from your answer is that you seem not to carve but build the level as the player traverses it. Sorry but I wasn't able to find any information about jump-back-ability here. I would really like to have a talk with you through skype or anyting about this subject because my head is full of ideas to implement at this moment. Could it be possible? I will then add all the important points here if people is interested.
Aug
20
comment Procedual level generation for a platformer game (tilebased) using player physics
I have rewritten the question. I realized there was a lot of not needed text. Now I have tried to concentrate in the terrain reachability problem.
Apr
9
comment Playing an animation relative to current Transform in unity?
Thant worked. Just had to made the palmtree child of a parent and apply the transform in the parent.
Apr
8
comment Skeletal animation with Unity2D?
Thanks did not notice it :).
Apr
3
comment How to know when all 2d rigid bodies have stopped in unity3d?
It is not a bad way of semi authomated tracking. Thanks for the idea.