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Huge thanks to the whole team, for letting me work with these beautiful levels and graphics. I want to clarify - by environmental physics i mean the rigidbody dynamics, there's a lot of moving and destructible stuff on the level that i didn't make. Here's some more of my systems:
Having so much fun with DOPENESS system. Here's some props made with current workflow.
No texturing, no baking, completely non-destructive.
Performance seems good so far, but not sure if it's gonna backfire at some point. #screenshotsaturday
Dope On / Dope Off
Disappeared for a while - dealing with immigration and bureaucracy. Got self shadowing on this pseudo-volumetric smoke working. It was frustrating but very educational, learned how shadow mapping works. #madewithunity #screenshotsaturday
I'm tempted to call it "DOPENESS" system. Decals Occlusion Pointiness Edges n Seams System... #madewithunity #gamedev #solodev
Not quite #screenshotsaturday
Finally figured out realtime POINTINESS SHADER!
No texture baking or raytracing, just a whole bunch of precomputed vertex values and crazy shader math. Works instantly on any mesh. Pointiness -> edge highlight + wear + occlusion and even bevel!🤓
Gamescom trailer is 100k something something, so here's a lazy video of messing around with new abilities. Always wanted to have grab and kick in intrusion. #screenshotsaturday #gamescom2024 #indiedev
Wood cutting EAS attachment is not a weapon. Please do not use for metal or bone.
//Lots of gameplay systems, SFX pass - sound ON #screenshotsaturday #indiedev
Crazy how @Data01 is making Cortex Command tech in 3d, while I'm making Intrusion 3d tech.
🌞Today's big summer announcements🌞
1. First playable test in Virtual Matter™️ on your phone
2. CortexCommand.com 3D proto being built in PUBLIC
🕹️👀
venturebeat.com/games/atomon…
Yes, mini mech. Had too much fun tuning the physics model, and then modelling it inside out. Fully procedural, physics based. #madewithunity #screenshotsaturday #gamedev #mech





















