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31 posts tagged unity3d

maximumwonk:

A wonky elephant on a wonky rampage!  

Being able to knock around objects in the scene is one of the top benefits of a physics-based-animation system like this.  Obstacles also naturally impede motion, so creatures getting stuck or stumbling as they push stuff around is a big bonus.

maximumwonk:

The wonks have motion!  Running laps to keep that beach bod.

The system uses all physics and inverse kinematics to move the little bird feet, resulting in some wiggly but endearing movement.

maximumwonk:

Mama and bb birds checkin out a snack.  An old gif from my physics/ik experiments I never shared.

maximumwonk:

Look at him go!  Combined my custom IK system with a physics controller, and now my bird son is more fabulous than ever.  

This uses PID controllers to apply torques to all his body parts, which can add a lot of wobbly personality.  Sometimes too much.  But now the model will try to maintain the posture set by their IK system, while being fully, physically responsive.  

maximumwonk:

image

A ~minty green~ hillside, perfect for Wonks.

Had to take a minute to reign in dev goals, but now our wonky friends have a new home.

3

maximumwonk:

WONKTOBER #10 - Someone’s got toes!  Ended up being important for making sure his feet point the right way while his legs do their thing.  Now his dance skills are even more wonky.

4

maximumwonk:

WONKTOBER #9ish?  This bird knows how to party!

I realized my previous movement system was breaking all sorts of physics rules that inevitably caused major problems (i.e. constantly exploding).  So this neat fellow now moves using joint torques.  I built a little script just to point his limbs in a given direction, already pretty amusing tbh.  

don’t mess with my bug

WORK WORK WORK

long day at the office *-*

2

The office has its first hire!

He looks like some dumpy, middle aged guy who has working there forever.  Porn stache suggests he’d be easy to push off the deep end. 

Office space available.  Unfurnished.

Modeled in Blender and lit with Unity 5.

4

WIP: Third-Person Adventure Controller

Most of my random game ideas end up featuring some sort of little character trotting around some big open landscape, so I’ve been working on a custom controller and camera system for exactly that.

Keep reading

4

WIP: Matching Engine

Trying to get up to speed on my portfolio of personal projects/experiments, and here’s a pretty recent one.

Due to the popularity of match-3 games (Bejeweled, Candy Crush, Puzzle Quest), and the variety of mechanics that different games employ, I started working on a tool-set for my last job for creating custom Matching games in Unity 5.

Keep reading

2

Dynamic Navigation Mapping:

Raycasting is used to place nodes along the surface of the world, which then calculate connections with their neighbors. 

  • Green lines represent walkable connections
  • Yellow lines require a jump to traverse
  • Red lines cannot be reached by that path

Combined with the A* algorithm, this should allow for creatures to navigate even when the topography is changing or jumping is required to reach higher places.

The frequency of the nodes can be altered (as shown) to provide less detailed, but larger or faster calculated maps.  Ideally, this will be adjusted in real time to only provide the level of accuracy needed to find an acceptable path.  

Unity debug controls provide some nice visuals too, and make it much easier to make sure everything is being calculated right! 

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