i'm wondering if i can play around with spatial matters of time and space a little easier
IE teleporting objects around, changing aspects of time within the game, tweaking gravity and physics, more direct control of lighting and object properties, etc
basically stuff you'd see in non-euclidean trippy level design
at the very least assigning object locations with a few less assembly references needed would be nicer
I'm pretty sure all of that can and should be done at the scripting level. Lighting would be done in a shader. I think it'd be poor engineering to do those things at the engine level.
Yeah, physics math is unfortunately well beyond my knowledge. A lot of it involves continuous mathematics that need to be integrated per-frame. Understanding it is one thing, doing it real-time with acceptable performance is another, and both are beyond me.
3 tips every Unity developer should know
When working on any engine, as Unity or Unreal Engine, some developers, mainly coming from a computer science field, can have a tendency to head down and start working on huge algorithms or structures without knowing if they already exist in the engine.
we will present an assortment of tips and tricks to use while working with Unity. These tips and tricks could make our experience in Unity better, faster, stronger or they could just keep us amused.
check out:-unity pro 5.6 game making software | Highly compressed |
Don’t reinvent the wheel, use the built-in engine tools
When working on any engine, as Unity or Unreal Engine, some developers, mainly coming from a computer science field, can have a tendency to head down and start working on huge algorithms or structures without knowing if they already exist in the engine.
I have in mind examples of developers trying to recreate Unity’s animator, or even a basic pathfinding system!
Of course, even when knowing the engine, writing your own tools so they perfectly fit your project can save you a lot of time, and cover the engine’s flaws.
But keep in mind that for a learning game dev, it’s important to be aware of all the possibilities the engine offers. With this knowledge, choose which tools to learn and which ones to create from scratch.
Google is your friend, documentation too
Once you start your game production up, you will encounter problems and lack experience in many things. When you do, your first reflex should be to look into the documentation (Check out Unity’s and Unreal’s).
Engines documentation might be thick but are really helpful. It can answer most of your questions about the engine’s components, give you access to the API documentation, help you pin down a specific syntax, and most of all it can help you put words on a problem you have.
All this in order to call out our best friend:Â Google!
No matter what inquiry you have, you will find someone that already asked it and was given an answer. It’s a real development booster to be able to find solutions to any problems you have!
Share your experience with others
Another great source of help and inspiration is of course other creatives, from your surroundings or on the internet. Indeed, game development as many other activities can take so many forms and projects that you’ll always have something to learn.
So, to maximize your learning process, nourish yourself from others’ experiences and failures.
Share your work. At least, you’ll have a nice conversation and at best you’ll learn ways to improve you current and future work. read more
12 comments
1 u/neogag 11 Mar 2019 08:31
What features are you missing?
0 u/theoldones [OP] 11 Mar 2019 08:36
i'm wondering if i can play around with spatial matters of time and space a little easier
IE teleporting objects around, changing aspects of time within the game, tweaking gravity and physics, more direct control of lighting and object properties, etc
basically stuff you'd see in non-euclidean trippy level design
at the very least assigning object locations with a few less assembly references needed would be nicer
1 u/neogag 11 Mar 2019 09:03
I'm pretty sure all of that can and should be done at the scripting level. Lighting would be done in a shader. I think it'd be poor engineering to do those things at the engine level.
0 u/theoldones [OP] 11 Mar 2019 09:04
okay cool, i'm already working at the scripting level
1 u/neogag 11 Mar 2019 09:05
👍
0 u/theoldones [OP] 11 Mar 2019 09:11
is there some good guides out there on calculating complex gravity from multiple sources?
0 u/neogag 11 Mar 2019 09:15
I don't know, sorry.
0 u/theoldones [OP] 11 Mar 2019 09:18
sounds doable.
i suppose i'm asking more for the physics math then the script or engine end, but that's probably escaping into another information category
0 u/neogag 11 Mar 2019 09:29
Yeah, physics math is unfortunately well beyond my knowledge. A lot of it involves continuous mathematics that need to be integrated per-frame. Understanding it is one thing, doing it real-time with acceptable performance is another, and both are beyond me.
0 u/theoldones [OP] 11 Mar 2019 09:36
it helps to know the scripting end should cover this stuff though. thank you.
0 u/heygeorge 11 Mar 2019 03:20
You need a flux capacitor
0 u/ram148280 12 Mar 2019 05:09
3 tips every Unity developer should know When working on any engine, as Unity or Unreal Engine, some developers, mainly coming from a computer science field, can have a tendency to head down and start working on huge algorithms or structures without knowing if they already exist in the engine.
we will present an assortment of tips and tricks to use while working with Unity. These tips and tricks could make our experience in Unity better, faster, stronger or they could just keep us amused.
check out:-unity pro 5.6 game making software | Highly compressed |
I have in mind examples of developers trying to recreate Unity’s animator, or even a basic pathfinding system!
Of course, even when knowing the engine, writing your own tools so they perfectly fit your project can save you a lot of time, and cover the engine’s flaws.
But keep in mind that for a learning game dev, it’s important to be aware of all the possibilities the engine offers. With this knowledge, choose which tools to learn and which ones to create from scratch.
All this in order to call out our best friend:Â Google!
No matter what inquiry you have, you will find someone that already asked it and was given an answer. It’s a real development booster to be able to find solutions to any problems you have!
So, to maximize your learning process, nourish yourself from others’ experiences and failures.
Share your work. At least, you’ll have a nice conversation and at best you’ll learn ways to improve you current and future work. read more