The last few days I was busy working on my map generator. The shorelines were looking so noisy from close up so added a simple edge smoother algorithm to remove noisy edges.
Here is how it looks like before and after smoothing.
With Smoothness Step = 0
With Smoothness Step = 5
Island is empty for now, soon going to post one full of trees and flowers.
@Ali_RS
Looks really cool - But just making sure, I recognized some of the models (trees, mushrooms, etc.) in the scene, they are commercial ones from Meshtint Studio - Top Down Fantasy Forest Pack | FREE 3D Model | Tutorial | Learn Unity | Art Outsource (20 USD), that I also use in my apps. I assume you bought them, but in case you downloaded them from somewhere else for free, I wanted to notice it, because their license forbids them to be used if not bought.
@Ali_RS
Oh wow, haha You’re right - My bad then, sorry for the confusion.
Just wanted to give a heads up, because it happened to me once that i built a game around a character and then later noticed, it was a commercial model from an already existing game…
The recent progress has added real-time shadows, fastBloom. On Android, the frame rate is 60 in most cases, but sometimes the frame rate is reduced. On Android, DetailedProfilerState does not seem to work properly.
My game has 4 working threads: rendering thread, physics thread, AI thread, audio thread. On my mobile phone, after running the game for a period of time, the mobile phone becomes hot, which seems to be caused by the excessive workload of the cpu or gpu. I made a lot of optimizations to ensure that the number of objects rendered per frame does not exceed 50, and the number of vertices rendered per frame does not exceed 20,000, which does not actually take up too much GPU on the phone. Therefore, I think it is the physical thread or the AI thread or the audio thread that caused the CPU workload to be too large, which eventually caused the phone to heat up.
Each zombie is a physical character controller, using NavMesh to find a path, using state machines, decision-making and manipulation behaviors to control the zombies together, thereby simulating a good group attack.
I am based on Steering Behaviors and decision trees. Basically, GDX-AI can meet my needs. But I did not use GDX-AI. I modified and re-implemented the Sterring Behavior part based on Monkey Brain AI.
I’ve been working on integrating knock back effects into my game’s combat system, and firstly have been playing around with the DynamicAnimControl and AnimComposer to see what’s possible.
So far I’ve just been testing some code in my own simple editing tool to simulate what the full knock back process would look like.
I’m using the DAC’s dyanmic mode to apply a random force for a half a second before going into ragdoll mode. Then once its done moving I have the NPC exit ragdoll mode and rotate back to its stomach while blending to a stand animation.
Overall it’s looking like things should work enough to start implementing this into my game now. The visual quality of the recovery process varies depending on the ragdolls unique position when its time for it to stand up, and the armature/spatial seems to start clipping through the ground as soon as it exits ragdoll mode, but I hope I can figure out how to fix that soon and can make the process look cleaner.
This is running in the Outside Engine. You can see the server game/physics tick rate at the bottom.
0ms ping because the server is running locally on the network.