"GAME READY"

#gamedev
Kill me.
Okay, so folks, if you have a glass clockface like this, make it flat and one material. Instead of making the mechanisms behind it, use OFFSET MAPPING in the shader to push back the clock handle texture layers. This gives you the effect of glass over the mechanism, but no cost
Boom. If an edge does not contribute to silhouette, deformation, vertex paint or uv seams, you can blast it
These edges contribute to silhouette, but not at a noticeable difference at the distance our game is at.
Spot any difference?
Some details should be normal maps. The game is isometric, so this is edited for that angle. Note you cant see the underside of the lip, and the last panel is me editing the vertex normals to point up where it meets the flat clock top. That smooths out the lighting.
I took off the back of the handles and pushed the whole thing back so it touches the sides. This could really be normal mapped on, but I am in a rush to optimise the purchased assets for a delivery.
Dont do this. the majority of this face is hidden, yet it takes up a chunk of the texture map. It is cheaper to have eight thin triangles as the border than two giant ones that you barely see. Polys are far more cheaper than texture space when you factor in...
...diffuse, roughness, normal, metallic and AO. This square is the same size as the clock face itself in the texture memory.

Also the pattern around the edges is baked in as individual textured faces. It can be a tiling trim texture, like I did here. Again, I am under the gun
Last step- Collision. I will make this cast the shadow as well.
Compare. And, again, this is a quick optimisation because I would actually bake the textures completely differently too.

This asset store pack got the demo across the deadline so props for that. But the moral of the story is beware "Game ready"
Sooo, I hope that helps a lot of you.

I am absolutely going to do some training material on how to do this kind of stuff, going from basics through to advanced optimisation tricks that allow you to squeeze a lot of cool stuff into whatever platform you need. Stay tuned.
Oh, and before you ask- this is how you make a shadow caster in unity. Tis a bit obscured. In unreal it is a checkbox.
ahhh, I can feel the engine breathing a sigh of relief.
I just found a bookcase with 160 books, each modelled down to the spine, all not marked as static, all with their own collision, all casting shadows.

Holy hell batman.
I need to lay down for a bit.

I just looked at the table.
As always, throw money at me like Scott Pilgrim throws his keys at his flatmates head.

ko-fi.com/dellak

Tippers make great lovers.

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More from @delaneykingrox

6 May
#gamedev #gameart quick trick.
If you are working on super low poly models, like those in the wonderful #valheim, you can get weird shading effects due to extreme normals averaging- which gets the lighting from vastly different directions. Image
Here, the tip of the ponytail is getting its shading from diagonally down infront of the character. On the edited version, I pointed it to the direction that the front polys would be facing- at right angles to her chest. Image
This is what is happening. Here a blue light is above and a red one below. The first shape has a hard edge- the vertex normals point up or down. The middle is averaged (smooth edge) and the third is edited so they all point up. Image
Read 5 tweets
6 May
I go green and my clothes turn into purple ragged shorts. Efficient shorts that hide the mesh behind and therefore are quicker to render but also never clip through.

*turns round and looks directly at the Hitman team* Wink.
Also the green I go isn't a seperate texture but a color multiplied through a mask onto my skin, allowing for any shade or variants to share the same shader and textures.
Also my nipple textures are mirrored.
Read 4 tweets
6 May
The way dynamic shadows generally work is by rendering the scene as if the light was a camera, but only the z depth. This results in a texture. Every light that casts shadows therefore counts as another render, and does the entire scene again. #gamedev
So each time your character runs past a light, that light has to render their eyeballs, eye sockets, eye lashes, clip and render their hair, render their clothes and shoelaces and... you can't ever really see this in the shadow.

A shadowcaster mesh is a fast convex mesh.
Likewise, the floor of your dungeon will probably never cast shadows on anything behind, so you can turn shadowcasting off so the lights never need even load them to do their zdepth pass.
Read 6 tweets
6 May
To all those who supported me when things fell apart, who donated money to keep me alive, who housed me, and fed me, who dropped off supplies, who gave me old machines or donated tablets and software... I am so very grateful. Thank you.
Transgender people shouldn't have to go through these things. But the fact is we do.

Hopelessness, homelessness, police brutality, transphobic employment market. It's a nightmare.

Without you I wouldn't be here. And I will never pretend I didn't need that support.
I am starting to get back to a place of security, and even enjoying little luxuries. It has been a long road, but I found that every stepping stone back to where I was has been made of the kindness of others.

This journey has made me a better, kinder person in return.
Read 4 tweets
5 May
I don't like Pokemon. I don't like it as a concept, I don't enjoy the style of the IP, and find the games horribly dry and limited.
But my kid loves Pokemon with all his heart, and I always wanted my parents to give the slighted a crap about what I was into...
... so I got myself some so when we video chat, we both open a booster pack...
Aaaanyway, long story short I now have a full retail box of boosters on my desk so we can do this til the cows come home.

I am not sure he realises that the trades I will do from "my deck" are gonna be totally in his favor.
Read 7 tweets
5 May
My weight loss goal is to never have to shop in the"curve" section of a department store because clearly fashion designers clearly openly despise anyone who dares be over a size 14.

Nice designer clothes or sack made of vomit colors. That is your choice.

Fuck you.
They aren't even trying to give a shit. Here, we have this ugly assed material... hide yourself, woman.
It is 2021 for the very sake of fuck.
Read 7 tweets

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