Made a quick script to build out a string of connected Hinge Joints for this tire swing. May work for you as well, though some times literally explodes! #unity3d #gamedev https://t.co/0tCjyKFABH pic.twitter.com/Jcw8WQbawh
— Staggart Creations (@_staggart_) March 5, 2021
Rounded things out by adding a heatmap visualizer, to see precisely where a terrain material is being applied. With contour lines (because why not) and a tiling debug view #unity3d #gamedev #indiedev pic.twitter.com/5ExcvL8paV
— Staggart Creations (@_staggart_) February 7, 2021
Dusted off an unfinished project, and picked away at it this week! It's a procedural terrain painter for Unity, based on a 3DSMax-like modifier stack (height, slope, curvature, noise, etc) combined with Photoshop-style blend modes. #unity3d #gamedev #indiedev #worldbuilding pic.twitter.com/5tDmrxXX54
— Staggart Creations (@_staggart_) February 6, 2021
Some background on my new particle effect authoring pipeline. I wanted to create "flipbooks", but without learning Maya/Houdini (old dog). So created a script that renders a sequence from a Particle System pic.twitter.com/g4RAoyLWIV
— Staggart Creations (@_staggart_) January 7, 2021
As a holiday project I've been rebuilding my lighting framework to work with Timeline and the Volume system. Amounts to the same thing, but now piggybacks on built-in features. #unity3d #gamedev #indiedev pic.twitter.com/eZoF51xYoO
— Staggart Creations (@_staggart_) December 30, 2020
Published a free "selection history" utility for Unity, it started to become a bit of necessity for larger projects. Hope it can cut down on some frustration😀#unity3d #gamedev
— Staggart Creations (@_staggart_) December 5, 2020
You can grab it here: https://t.co/P2x3U0vICq pic.twitter.com/RiX7uXXJWa
Trying out an idea I had last night: creating a procedural sprite shape, and moving the top vertices to represent water. Wasn't sure if it was at all possible, but seemed to pan out! #unity3d #gamedev #indiedev
— Staggart Creations (@_staggart_) October 29, 2020
You can check out the script here: https://t.co/t92CIs7LMW pic.twitter.com/jnxZAGxbAL
Published a free "Replace Selected" utility on the Unity asset store. Simple enough, but saved me a lot of time on numerous occasions. #gamedev #unity3d #indiedev
— Staggart Creations (@_staggart_) September 3, 2020
Available here: https://t.co/nkW5sW60wS pic.twitter.com/q533ebhxhd
Had a jolt of inspiration for a weekend code project. Ended up making a procedural vegetation spawner, based on general spawn chance, height, slope, convexity and terrain layers. #unity3d #gamedev #indiedev #screenshotsaturday pic.twitter.com/qmOtUyum49
— Staggart Creations (@_staggart_) August 16, 2020
Stayed up a bit late yesterday because I was so close to getting buoyancy working. A fresh take in the morning made all the difference!😄#gamedev #indiedev #unity3d pic.twitter.com/ttY7KSnu6B
— Staggart Creations (@_staggart_) August 6, 2020
Implemented random light activation delays for all lights in Lake. Small bit of polish that had been on my wishlist for a long time now!😄#unity3d #gamedev #indiedev pic.twitter.com/I4WDHpPb27
— Staggart Creations (@_staggart_) June 23, 2020
Implemented "ambient probes" into @Lake_The_Game for characters, to smoothly transition between fixed indoor and dynamic outdoor ambient lighting. #gamedev #unity3d #indiedev pic.twitter.com/3P0aCvJLNn
— Staggart Creations (@_staggart_) May 19, 2020
A bit in between projects, so I went back to my tree modeler to add leaf geometry. Big leap forward, as it now resembles an actual tree! #gamedev #indiedev #unity3d pic.twitter.com/AZUQ8VeFiT
— Staggart Creations (@_staggart_) March 31, 2020
Trees in the distance are now made of polygonal lies, but at least potato PC's now see something that resembles trees. Ended up looking better and much faster to render. pic.twitter.com/V9uavA3osf
— Staggart Creations (@_staggart_) March 20, 2020
Made this notification log for Unity's scene view a little while ago. In case you 𝘳𝘦𝘢𝘭𝘭𝘺 need to grab someone's attention, you can grab it here: https://t.co/XOb7DbIQgw #unity3d pic.twitter.com/5RdAGOSqVR
— Staggart Creations (@_staggart_) March 6, 2020
Started working on a procedural tree modeler during my commutes, but ending picking away at it all week 😆Pleasantly surprised with how fast this is shaping up! #unity3d #screenshotsaturday #gamedev #procgen pic.twitter.com/jkauEwSAIH
— Staggart Creations (@_staggart_) March 1, 2020
First iteration of a river spline extension. Traverses the terrain based on slope direction and creates nodes along the way. Still a lot of zigzagging, but gist of it seems to pan out! 😁 #unity3d #gamedev #indiedev #screenshotsaturday pic.twitter.com/lRdZY8TDfk
— Staggart Creations (@_staggart_) January 18, 2020
Started working on a spline tool, first thing to tackle was reliable interaction for adding/removing nodes, and of course bezier curves between them 😀✌️#unity3d #gamedev #indiedev pic.twitter.com/6ASbQvHJv7
— Staggart Creations (@_staggart_) January 14, 2020
Put together a script that creates a circular, arched or spiraling Cinemachine path, needed this for a turntable shot 😃 #gamedev #unity3d #indiedev #cinematics
— Staggart Creations (@_staggart_) January 5, 2020
You can grab it here: https://t.co/VLZ4LxOgDB pic.twitter.com/bB1LWsJPto
Added the last piece of the puzzle to my terrain stamping tool: texture stamping! Stamps can now also be layered and influence vegetation studio. This is a game changer for me! #gamedev #unity3d #indiedev #madewithunity #techart pic.twitter.com/AsDgACqEiu
— Staggart Creations (@_staggart_) November 8, 2019
Added some much needed features to SplineBend. Splines can now loop and be filled in with geometry. Can now use it for curbs, ponds, garden patches and whatnot! 😁#gamedev #unity3d #indiedev #procedural pic.twitter.com/cZomrYDh1n
— Staggart Creations (@_staggart_) November 5, 2019
Doing the final touches on my terrain stamping tool. Works across multiple terrains now, and splines practically worked out of the box, which is an EPIC win! #gamedev #unity3d #indiedev pic.twitter.com/kYVJ1rsgOz
— Staggart Creations (@_staggart_) August 8, 2019
Humble beginnings of a GPU-driven terrain stamping tool! Many failed attempt over the course of the morning, but I finally booked some results! #gamedev #unity3d #indiedev pic.twitter.com/2DJLSaw2r0
— Staggart Creations (@_staggart_) August 6, 2019
Modified the new FPS Creator Kit for a decal stress test! This tickles my deep-seated desire to make an arena shooter with 10% gameplay and 90% juiciness 💦 #gamedev #unity3d #madewithunity pic.twitter.com/HkNQ2b4kOo
— Staggart Creations (@_staggart_) August 2, 2019
Earlier this year I started on my take of a decal system. Gave it some love with full fledged atlasing and GPU instancing, rendering 1000+ decals of the same category in 1 draw call! *chef's kiss* #gamedev #unity3d #madewithunity pic.twitter.com/wrtivjQpDl
— Staggart Creations (@_staggart_) August 2, 2019
Did some more work on my fork of SplineBend. Spline geometry can conform to the terrain and nodes can now set vertex colors. Now totally viable for tire tracks that fade out at the start/end. So happy with how this is turning out! 😁#gamedev #unity3d #indiedev pic.twitter.com/ypQ0dcl9Da
— Staggart Creations (@_staggart_) July 18, 2019
Just finished a script for my tool belt that converts a terrain heightmap to a mesh. May prove useful for optimization or Skyrim-style 3D maps, you can grab it here! 😚✌️https://t.co/935xdLqMKm #gamedev #unity3d #indiedev pic.twitter.com/6DV5fQ3ZKe
— Staggart Creations (@_staggart_) June 27, 2019
Reworked some bits of my terrain map baking tool, used for rendering a mini- or ingame map. The curvature took me days to figure out and Ambient Occlusion is still a tough nut to crack 😵#gamedev #unity3d #madewithunity pic.twitter.com/nggpv6o3ve
— Staggart Creations (@_staggart_) June 21, 2019
Finished the wiring system! Can now pull out wires to any available tethers or buildings and adjust the sagging per wire. And hey, deleting things doesn't break the whole thing anymore 🤭#gamedev #unity3d #madewithunity pic.twitter.com/BLCRHbujuG
— Staggart Creations (@_staggart_) February 22, 2019
Rewrote much of the wiring system for Lake to be more flexible. Doubled down on usability to make it really intuitive by simply pulling and dragging wires. #unity3d #gamedev pic.twitter.com/2qql5lJngs
— Staggart Creations (@_staggart_) February 17, 2019
Had the idea for a GPU based raycaster, by sampling world-normals and depth from a teeny tiny render texture. Turns out that works! These objects don't have any colliders attached to them. Perfect for editor tools 😊#unity3d #gamedev pic.twitter.com/42t6kjqulE
— Staggart Creations (@_staggart_) February 12, 2019
Unity has a built-in texture atlas function for, well, packing textures into an atlas! Here is an example implementation with scale controls: https://t.co/wevmwa7L0v
— Staggart Creations (@_staggart_) February 12, 2019
#unitytips #gamedev #unity3d #indiedev pic.twitter.com/KFzmyoiuDh
Devised a way to use animation curves in a shader, by storing them as gradients in a texture. Super lightweight method to save hundreds of curves in a LUT. #unity3d #gamedev #indiedev
— Staggart Creations (@_staggart_) January 26, 2019
Made the repository with an example public here: https://t.co/y8WEjJi0It pic.twitter.com/zMPhtLkFHD
Building a tool that renders common (and uncommon) maps from a Unity terrain, for shading and cartography purposes. #gamedev #unity3d #indiedev pic.twitter.com/0ldFY9CGQt
— Staggart Creations (@_staggart_) December 6, 2018
Spent the last few days making friends with the trigonometry needed to create a customizable sun/planet orbit. Now super intuitive to preview where the sun sets and rises #gamedev #unity3d #indiedev pic.twitter.com/GSkXPFcdys
— Staggart Creations (@_staggart_) November 27, 2018
Several hours of head-scratching later: I managed to work out a few major kinks. Can now achieve a smooth cycle between dawn, noon, dusk and night presets! #gamedev #unity3d #indiedev pic.twitter.com/XvMXaGz4a0
— Staggart Creations (@_staggart_) November 20, 2018
Apart from some inexplicable flickering, everything seems to generally work with the new setup! This example blends between 8 profiles ranging from dawn until night. #unity3d #gamedev pic.twitter.com/SZRUANPe33
— Staggart Creations (@_staggart_) November 16, 2018
Proof of concept for blending meshes with a terrain. Still widely inaccurate, but I still have a few ideas on how to improve it! #gamedev #unity3d pic.twitter.com/fwrczMWtaU
— Staggart Creations (@_staggart_) November 14, 2018
Put together an editor tool to automatically extract a color grading LUT from a screenshot when it is saved. Makes adjustments in Photoshop instantaneous! #unity3d #screenshotsaturday #gamedev pic.twitter.com/qT8LiqSS7k
— Staggart Creations (@_staggart_) October 6, 2018
Slowly replacing my bulky toolkit UI with a sleek shelf-style scene toolbar. A little excessive, but a lot more fun and efficient 🤩#gamedev #unity3d #indiedev pic.twitter.com/oWdnX2TSx1
— Staggart Creations (@_staggart_) August 16, 2018
Turns out you can add GUI elements to the scene view! Doesn't seem like you can use an auto-layout though, so every position is hard coded 😓 #unity3d #gamedevhttps://t.co/ICEC0BpEQS pic.twitter.com/ZMBekPVFo0
— Staggart Creations (@_staggart_) June 23, 2018
Put together a kaleidoscope image effect, which makes even the most random particles look mesmerizing. Going to make it react to music next 🤓 pic.twitter.com/NVWDmkEu5R
— Staggart Creations (@_staggart_) December 28, 2017
Pigment map functionality in the Fantasy Adventure Environment, blending grass with the terrain #unity3d #gamedevhttps://t.co/2FWlFuJQTE pic.twitter.com/oIEy01L9KK
— Staggart Creations (@_staggart_) September 14, 2017
Grass customization in the Fantasy Adventure Environment through a Substance material #gamedev #unity3d #assetstorehttps://t.co/2FWlFuJQTE pic.twitter.com/t6xflMfgnv
— Staggart Creations (@_staggart_) September 12, 2017
Finally put together a pipeline for creating tree billboard textures. So I'll be able to add billboard LODs soon! #unity3d #assetstore pic.twitter.com/XPbHutRSjZ
— Staggart Creations (@_staggart_) August 20, 2017
Trying my hand at normal-mapped pixel art in Substance Designer today #gamedev #substancedesigner #indiedev #pixelart pic.twitter.com/Wuif5tgGrA
— Staggart Creations (@_staggart_) April 9, 2017
Using Substance graph for flowers so I can easily create/modify variations in the texture atlas #gamedev #substancedesigner #indiedev pic.twitter.com/7O151GcBgb
— Staggart Creations (@_staggart_) April 3, 2017
Going to dive back into Unity and Substance Designer today and make some progress on my customizable mountain pack pic.twitter.com/yE6LUtBV38
— Staggart Creations (@_staggart_) February 13, 2016
Prototyping a basalt shape generator based on a heightmap #unity3d #gamedev pic.twitter.com/Xdyn3HTmXf
— Staggart Creations (@_staggart_) September 17, 2015