Daniel Zeller
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zellah.bsky.social
Daniel Zeller
@zellah.bsky.social
Fluffy Grooming Tool: http://youtu.be/f4DoPVvzVnE
Instagram: http://instagram.com/zellahgames
Twitter(Xhhhh): https://x.com/zellah
Working on Skate Style
Yeah man, the physics there are insane, soo cool! I got a similar cloth sim in the game already, but the offboard movement isn't even close. But you gotta choose your battles I guess.
September 2, 2025 at 9:04 PM
Making the game the exact way as Skate 2, doesn’t make sense simply because times have changed. I’m not saying Skate4 is doing it wrong. I think they are branding it the way that brings in most 💰💵In 2010 branding it like Skate 3 was the way to bring in most💵 so they did that.
September 2, 2025 at 2:40 PM
It’s still possible to make a great skate game with F2P and a Fortnity art style. My point is that skateboarding doesn’t have the same clear identity like it used to. So I think Skate is a result of what the devs see skateboarding as in 2025.
September 2, 2025 at 2:33 PM
For multiple large animals spread out over distances like in Herdling I imagine instancing is the best solution actually 👍
August 5, 2025 at 12:28 PM
Looks very good Harry! ❤️Looks like, your end result is quite similar to how Fluffy is built which is cool. Fluffy is manipulating a single Mesh using Mesh.GetVertexBuffer instead of instancing or drawProcedural. But I image instancing works just as well for your use case! 😊
August 5, 2025 at 12:11 PM
Thanks for the detailed info, just what I was looking for, much appreciated. Plastic ey, I didn’t even consider that but I’ll definitely check it out and see if it fits my needs. I got some experimenting ahead I guess. I know GIT in and out but, for Unity it’s simply a huge pain in the butt.
May 6, 2025 at 4:22 PM
adding the missing features. What are your thoughts on this?
April 26, 2025 at 6:00 PM
to the H-Trace dev and he could implement it into the engine. Unity does have talented devs, although many of them don't work there anymore. But still. Right now it seems like it's an issue with priorities. The cleanup after the rendering pipelines mess seems more important to them than actually
April 26, 2025 at 6:00 PM
in my project(lot's of advanced shader with custom instancing). That something like Lumen or H-trace isn't already built into Unity baffles me. I mean they spent a crazy amount of money on acquiring Ziva Dynamics, Weta Digital and so on. How bout a fraction of those money would have been given
April 26, 2025 at 6:00 PM
performance on that isn't the best. So day & night cycles are hard to implement properly. In my opinion the most important feature Unity needs right now is a good dynamic world space GI solution like Lumen or H-trace(Asset Store). H-Trace seems great, but it's shader limitations makes it hard to use
April 26, 2025 at 6:00 PM
with lightmaps and APV. APV is ok at best when you bake at the highest settings. If you add ray marched SSGI it's better, but that gives very noisy results and sometimes starts flickering in low light scenarios and the performance isn't very good. You can blend APV using scenarios, but the
April 26, 2025 at 6:00 PM
That there is one fine lookin hardflip!😍
March 12, 2025 at 11:04 AM
😂
March 6, 2025 at 6:44 PM
November 22, 2024 at 8:21 PM
Wohoo, so cool to have a new issue of this, thanks Harry!
November 22, 2024 at 12:21 PM