Since I’m still learning the tricks and best practices of the engine there have been and probably will be extensive changes in the implementation but here is how things are set up at the moment.read more
The game currently has a single, blocked out test map where I’m experimenting with different kind of spaces to see what works. For example a room too densely packed with furniture might be difficult to navigate without bumping into stuff. Too big and open areas could look empty and provide little cover.read more
The hero of the game is a general purpose home security drone with different engine modules. Each engine has the following properties:
Self explanatory. With a big engine the drone is easier to hit by enemy fire and might not fit through tight openings.
How fast it moves on the three axes.
How much it drifts before stopping.
How stable the drone is while standing still. Low stability means small random movements while floating, making aiming more difficult.
My latest project is Drone Alone where a home security drone has to defend the apartment from intruders. It will feature short, somewhat randomized missions to be completed with a customizable drone.
The first version of the counter shader is available in the Unity asset store.
This article is an introduction to the “Viewport and level editing enhancements” project which seeks to rethink the way 3d game scenes are edited. My goal with this workflow was to make the level editing process faster and more intuitive. It might feel weird at first but I hope it will all make sense at the end. I recommend following this article with the browser demo open.read more
Certain types of diffuse textures have a wide range of lightness and saturation values but they vary little in terms of hue. We can exploit this property and pack the image into only two texture channel, complemented with a single color constant, allowing us to store arbitrary data in the remaining two channels of the image (normal XY, specular amount and roughness, etc).
Update: Added channel selection and artifact comparison.read more
- “Space” drops selection from now on.
- “Delete” deletes selection.
- Alt + MMB brings up the navigation pie menu.
- Alt + RMB shows the view pie menu for selecting view presets (top, bottom, etc).
- Pie menus have name labels and color coded slices.
- “C” or “1” performs a copy. The type of the copy is indicated at the bottom center of the screen. When nothing is selected then any object under the cursor will temporally selected and processed.
- Holding “C” or “1” shows the pie menu where one can select copy type:
- Object: Copies the selected object(s).
- Mesh: Copies the mesh of the last selected game object.
- Material: Copies the material of the last selected game object.
- Transform: Copies the position, rotation and scale of the last selected object.
- Camera transform: Copies the position and rotation of the camera.
- “V” or “2” now pastes the chosen type of data, shown at the bottom center of the screen. When nothing is selected then any object under the cursor will temporally selected and processed.
- Holding “V” or “2” allows to change paste type:
- Object: Creates new objects in the scene.
- Mesh: Mesh references are replaced in the selected objects.
- Material: Material references are replaced in the selected objects.
- Transform: Overwrites position, rotation and scale of selected objects.
- Position/Rotation/Scale: Overwrites the chosen property in the selected objects.
- “Z” opens the mesh selector pie menu. The chosen mesh will be copied to the clipboard and the paste mode is set to “Object” unless it was in “Mesh” in which case it stays that way.
- “X” opens material selector pie menu. The chosen material is copied to the clipboard and the paste mode is set to “Material”.
- Labels at the top of the screen indicate mouse button functions for the current transform tool. The copy and paste modes are shown at the bottom.