The math behind this quantization shader / custom post process I made is simple, and yields interesting visual results. If you want to implement this in your own Unity scene, check out my tutorial below! https://lnkd.in/eMjQEdJF
Unity Quantization Shader Tutorial
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I've been building a digital assistant for a while and one of the components is an economic #dataanalytics program. I've been building it using a video game engine called #Unity. Here's a quick video on how to add speech recognition to make voice-activated games or #XR (Experimental Reality) programs. https://lnkd.in/eG9u-8Uq
How to Easily Add Speech Recognition in Unity with Wisper- -- Code Included
https://www.youtube.com/
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Manually placing reverb zones is a thing of the past. I built Fibonacci Acoustic Scanner Pro — a runtime acoustic plugin for Unity + Wwise. Zero baked data. Pure physics-based simulation. What you see in this video: → Occlusion calculated in real time as the source moves behind walls → Diffraction path bending around corners — live as you peek out → Reverb Amount driven by actual geometry, not trigger zones → Source picked up — occlusion clears instantly, reverb keeps updating No zones. No triggers. Just raycasts + Wwise RTPC. Free to download — pay what you want. 🔗 itch.io: https://lnkd.in/gBd4XHd3 🔗 GitHub: https://lnkd.in/gW_M8r9T #gameaudio #unity3d #wwise #sounddesign #gamedev #plugin #indiedev
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Miriam Martin made a real-time potion shader in Unity URP with liquid that reacts to movement and rotation, using a C# script to control the motion. 🧪 See more: https://lnkd.in/dAsaWp4v #unity3d #indiedev #realtimevfx
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YarrinDev is working on a procedural infinite skill tree prototype in Unity for their open-world ARPG, with nodes generated through Poisson disc sampling. 🌌 See more: https://lnkd.in/gxX6U4Ju #unity3d #gamedev #indiedev
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Hi, I've been working on a new unity asset, FuzzyBrain. It's a lightweight behaviour system for Unity. It replaces hand-written if/else chains & state machines with a list of Acts, with Conditions. If interested in hearing more check out the webpage: https://lnkd.in/ep_aNcdV
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Hey everyone, Started learning Houdini and explored a simple dynamics setup today. Created a small soccer ball simulation where multiple balls fall and interact with a surface using Houdini dynamics. The setup includes basic geometry, copied objects on points, and an RBD Bullet Solver to test the simulation behavior. It is a small first step, but a good starting point to understand how dynamics and simulations work inside Houdini. Looking forward to exploring more FX, RBD, particles, and procedural workflows in the coming days. This is just the beginning of the Houdini learning journey. #houdini #sidefxhoudini #vfx #fxartist #simulation #dynamics #rbd #3dartist #learningjourney #vfxartist
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🎮 Portfolio Project #15: Slide Out What do you get when you combine Color Block Jam, Bus Jam, and a bit of Whack-a-Mole? 👉 Slide Out 🎮 About the game The idea was simple: Slide the glass pieces around the board to uncover the moles. Then match the moles with the buses waiting for them before running out of time. It was a mix of: - board movement - covered objects - color matching - time pressure A small puzzle experiment built around uncovering and matching. 🧠 What I learned I was always curious how movement in games like Color Block Jam worked. How can you drag a piece around, make it feel responsive, but still have it react physically to the other elements on the board? I still don’t know exactly how they do it 😅 But for this prototype, I managed to get a version working using Unity physics. The dragged piece had: - a Rigidbody - constrained Y position - frozen rotation - velocity-based movement in the drag direction This made the movement feel responsive while still allowing the piece to interact naturally with the environment. It was a nice reminder that sometimes the “simple” movement system is actually one of the hardest parts to get right. #gamedev #mobilegames #IndieGameDev #HybridCasual #GameDevJourney
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Hey everyone 👋. I just published a new article about Generic Object Pooling in Unity. I covered why frequent instantiation and destruction cause heavy garbage collection spikes and highlighted how to easily fix it using the built-in UnityEngine.Pool namespace. I also included a practical example of a shooting system. You can read it here: https://lnkd.in/dq6qgJEu #Unity3D #GameDevelopment #UnityTips #GameDev #GameEngineering #Optimization #Unity
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𝐁𝐎𝐈𝐃𝐒 𝐚𝐫𝐞 𝐟𝐮𝐧! 🐣 For some time, I had a game idea that I knew would 𝐧𝐞𝐞𝐝 𝐬𝐨𝐦𝐞 𝐩𝐚𝐫𝐭𝐢𝐜𝐮𝐥𝐚𝐫 𝐨𝐩𝐭𝐢𝐦𝐢𝐳𝐚𝐭𝐢𝐨𝐧, 𝐚 𝐌𝐮𝐬𝐨𝐮! I already knew Unity's 𝐄𝐂𝐒 would be mandatory for this project. So, in order to learn it, I decided to build a simple Boids simulation and progressively 𝐚𝐩𝐩𝐥𝐲 𝐝𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭 𝐨𝐩𝐭𝐢𝐦���𝐳𝐚𝐭𝐢𝐨𝐧 𝐭𝐞𝐜𝐡𝐧𝐢𝐪𝐮𝐞𝐬 to it, up to the point of 𝐟𝐢𝐧𝐚𝐥𝐥𝐲 𝐢𝐦𝐩𝐥𝐞𝐦𝐞𝐧𝐭𝐢𝐧𝐠 𝐄𝐂𝐒. For now what you see is the basic Boids simulation, and it can handle 650 Boids while staying at around 60 FPS with a 8.3ms cost. From here, 𝐈'𝐥𝐥 𝐢𝐦𝐩𝐥𝐞𝐦𝐞𝐧𝐭 𝐭𝐡𝐞 𝐝𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭 𝐨𝐩𝐭𝐢𝐦𝐢𝐳𝐚𝐭𝐢𝐨𝐧𝐬. My roadmap looks 𝐬𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐥𝐢𝐤𝐞 𝐭𝐡𝐢𝐬: - 𝐉𝐨𝐛 system - 𝐁𝐮𝐫𝐬𝐭 compiler - 𝐆𝐫𝐢𝐝 optimization - Translation to 𝐟𝐮𝐥𝐥 𝐄𝐂𝐒 Anyway, I'll get back to work and try to 𝐫𝐞𝐥𝐞𝐚𝐬𝐞 𝐮𝐩𝐝𝐚𝐭𝐞𝐬 𝐚𝐬 𝐈 𝐠𝐨! But if I forget, one of my final objectives with this project is to 𝐫𝐞𝐥𝐞𝐚𝐬𝐞 𝐚 𝐟𝐮𝐥𝐥 𝐛𝐫𝐞𝐚𝐤𝐝𝐨𝐰𝐧 of what kind of performance each optimization brought to the table, so there will always be that!
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The "Bubble Wrap" Trick (Physics & Hitboxes) How does a game actually know when your sniper shot hits the enemy in a fast-paced PvP match? Physics! 💥 ❌ Bad Practice: The "Perfectionist" approach. Using a hyper-detailed, pixel-perfect 3D outline of an enemy's armor to check for hits. The PC chokes trying to calculate that insane math in real-time for 10 different players. ✅ Good Practice: Invisible Bubble Wrap! (Simplified Colliders). Devs wrap character models in simple, invisible boxes or capsules. It’s 100x faster for the computer to read, keeping your matches buttery smooth and perfectly responsive. Part 2 of 3 in my Unity PvP Optimization series. Have you ever blamed a loss on "bad hitboxes"? Be honest! 😉 #GameDev #Unity3D #GameDesign #Esports
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Super informative and well presented video!