[i tried] receiver in unity 5

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3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Tue May 12, 2015 9:01 am

Basic shader work is DONE!
Now I have to add the rest of the PBR shader parameters.

https://youtu.be/u0jW-KcJBDQ

Ambient Occlusion map is no longer hooked up to the Albedo UV!

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Tue May 12, 2015 11:42 am

i feel the end of your work nearing and the start of my work coming.... maybe there is nothing to optimize for mac anyway..... we'll see

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Wed May 13, 2015 4:47 am

Shouldn't a port to mac be as straight forward as publishing to IOS?

Some new assets on the way. Still need to learn normal map projection in blender :P
https://drive.google.com/file/d/0B_hiOd ... sp=sharing

In engine shader test. Still needs props import.
https://drive.google.com/file/d/0B_hiOd ... sp=sharing

Shader works on the level geometry. Still needs spec & metal maps

New water tower
https://drive.google.com/file/d/0B_hiOd ... sp=sharing

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Wed May 13, 2015 5:11 am

3draven wrote:Shouldn't a port to mac be as straight forward as publishing to IOS?
The game has already been ported to mac but since mac and windows are different and process games different there could be some stuff done to boost the fps for macs.

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Sun May 17, 2015 6:46 am

New rooftop ventilation models

https://www.youtube.com/watch?v=6ohjxxwQT5o

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Thomason1005
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Re: [i tried] receiver in unity 5

Post by Thomason1005 » Sun May 24, 2015 2:48 pm

i really like the vents and the enlighten GI effect (in your vids) looks awesome man thats so cool id love to play it like that

the textures are awkward though, they tile too strongly and the edges are too sudden this kindof kills the mood and makes it look like a 10 year old game
also receiver is a quite dark game where the colors were subtle and industrial, i wouldnt push it away from that.
especially the bright orange pillars in one of the screens look bad
i think it has to feel machined without anything natural in it, so textures shouldnt be too rough

still, do it how you like its just my honest opinion

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Sun May 24, 2015 3:18 pm

i think you should use the old textures again because it's a simple game (not the gun controls) and those textures make it a not so simple game at least it feels like it's less simple.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Fri May 29, 2015 7:46 am

did you make any progress?

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Sun May 31, 2015 5:05 pm

Yes I have made lots of progress. Wrote my own shader with baked ao.
- Generated new ao maps for all of the levels.
- Added in some higher poly models of some objects (ac units vents etc).
- Added in windows back in
- generated the colliders again for most levels.

Now I'm mainly fine tuning some colliders.
I will probably need to remake some platforms and a floor area in block 10. The overlapping colliders can sometimes give bad collision detection. (I'ts just a handfull though). Replaced most textures with coloured variants of stucco. Will probably be making some vids this week if I have a slower day at work.

Pushing the AO to an offline bake boosted the fps (I can get from 90 - 100 fps in a some areas). Still need to check why it drops to 40 in some though. Unity sometimes has it's quirks so could be an editor problem.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Mon Jun 01, 2015 12:08 pm

3draven wrote:Still need to check why it drops to 40 in some though. Unity sometimes has it's quirks so could be an editor problem.
maybe try a build with an fps display build in? and some other debug stuff.

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Mon Jun 01, 2015 2:37 pm

Already have an fps counter with color coding low / med / high (as seen on the screenshots). I use it to check fps while in standalone mode. I use the profiler for 90% of debugging. If I could find the time to get object pooling finally running it should help, but async loading would work wonders if it was done right. Most of the game runs fine except for the loading hiccups every now and then.

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Mon Jun 01, 2015 2:39 pm

I could probably push it out as is but I'm a perfectionist so I'll wait till I'm a 100% satisfied with the build. It's getting there.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Mon Jun 01, 2015 4:07 pm

3draven wrote:I could probably push it out as is but I'm a perfectionist so I'll wait till I'm a 100% satisfied with the build. It's getting there.
Haha!
Shouldn't you send it to wolfire? It's their game. Also i'd like to take a look at it to see what i can do. (You probably know this but just to be sure)

3draven
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Re: [i tried] receiver in unity 5

Post by 3draven » Tue Jun 02, 2015 6:28 am

Yes it will be probably handled by Wolfire. I should be posting some new vids once i even out all of the level blocks in quality. Hopefully I'll get some info on if they will endorse it then. They are considering it after seeing the youtube vids.

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rodeje25
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Re: [i tried] receiver in unity 5

Post by rodeje25 » Tue Jun 02, 2015 7:23 am

3draven wrote:Yes it will be probably handled by Wolfire. I should be posting some new vids once i even out all of the level blocks in quality. Hopefully I'll get some info on if they will endorse it then. They are considering it after seeing the youtube vids.
wow.... considering.... serious? this is a must! it's a graphics and optimization update in one!

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