Discover and read the best of Twitter Threads about #YugoTrip

Most recents (13)

Adding noise to rail physics for a more authentic Serbian feel #YugoTrip
Actually, I figured out it's more about rotation than offset that makes it interesting. Now the pantograph swings and shows its beautiful jankiness as well which makes it extra nice #YugoTrip
Reference, timed:
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Felt a bit down today, took a walk and recorded some sounds 🎀, edited βœ‚οΈ, implementedπŸ§‘β€πŸ’»== πŸŽΆπŸš‹πŸŽΆ #YugoTrip
Since ppl asked: all recorded on my phone actually. The cornering squeal is a very distinct frequency which made it easy to isolate. As it's so stripped of other frequencies, it sounds poor on its own, but with all the other sounds added it's really good. Image
I should do a tips and tricks tutorial one day about sound from a gamedev and non-sound design professional view, there's a lot I figured out on my own I feel I could share
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Switching tracks works just fine #YugoTrip #gamedev
Fixed it, unfortunately.
BOOOOOING
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Physics based pantograph. Arcs when close but not in contact. Hopefully it scales #YugoTrip
Constrained to a path #YugoTrip
Works good. Put a little bump for the✨#YugoTrip
Read 3 tweets
Good news is that it slides well. Bad news.. I don't actually understand how real KT4 works :D So, it has 3 free rotating joints (2 bogies and 1 between cars), but irl it always bends in the same way along a curve. Magic springs? Bogies are interconnected? πŸ€” #YugoTrip #trams
I added some strong springs on joints and it seems to work ok. But it kinda bounces if you go slowly, which I don't think is how it works irl #YugoTrip #tramproblems
Props to @altfuture who managed to dig out this scan and solve the mystery. There seems to be a system of links (or pulleys, just called "stabilizers" in text) underneath the real KT4 which interconnects all 3 joints. Maybe a bit too complex for #YugoTrip πŸ€” #TramProblems Image
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Sooo, there's now only one more vehicle left to do to complete the experience #YugoTrip #b3d Image
(I don't actually ever use triple split (does anyone in the 21st century?). I just thought it would be nice to fit a few views in one screenshot)
Quick reuse of trolleybus wire code. A little bit choppy but it'll do, I think. I'm taking the simpler route, I'm not attaching trains to NPC heads like real programmers do
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Always wanted to make a working trolleybus πŸ˜‰ (only in the straight line for now tho) #YugoTrip
Yay, now works with wires, not just in the straight line :) #YugoTrip #indiedev
As expected, the AI is doing a much better job than me #YugoTrip
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Thread: I want to do a little optimization of the car scripts, because I haven't done any so far, only been focusing on functionality. So, why not share the process. This may fail, but hopefully it won't :D To start I made a perf test scene with 600 cars #madewithunity #gamedev Image
First, I'm using classic MonoBehaviours, PhysX and Unity's WheelCollider, so no DOTS this time. First, open the profiler and maximize it so there are no scene or game views to add to the rendering cost. Here is one frame: #madewithunity #gamedev #YugoTrip Image
^ Ok, so the orange on the left is the WheelCollider processing, and there's nothing much we can do about that.. Except reduce timestep, but I won't do that. The big blue thing on the right are the scripts and what I can optimize. The little green thing on the right is rendering
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The reason why I got stuck here for 2 hours is cuz it was a typical cascade of problems. With just Car and Bus it worked just fine. When I added more types it broke. I went.. Ok, what's going on, recheck 5 times if all values were set. Damn Unity prefabs! Never work!.. 1/2
..After an hour of scratching my head, made a new test scene, place paths, vehicles, still not working, LightTrucks won't go where LightTrucks should. Ok, must be the mask problem, make tests for the actual method... Turns out it was the very bitmask check I got wrong (2/3)
..But it totally worked with just Car and Bus, since they are 1 and 2 and map to the mask perfectly.. Which made fixing the issue super confusing :D First time I was stuck on #YugoTrip (3/3)
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@Stihilus @savaminic @subiicus A little [incomplete] walkthrough of today's modelling on the Sarajevo entry tunnel piece #gamedev #indiedev #b3d ImageImage
@Stihilus @savaminic @subiicus Btw, it's roughly based on the real Sarajevo Eastern entrance road: google.com/maps/@43.85924…
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Adding some more SFRY retro vibes to #YugoTrip w @Stihilus Image
@Stihilus Repurposing some very old AI code, still working #YugoTrip
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