I was quite surprised though that there is very few quality options mainly lacking in areas that can be easily solved like quality onboarding, managed scalability or codebase decoupling. Last couple of weeks I've been also evaluating quite a lot of plug and play backend solutions comparable to Firebase as multiplatform is the new word everyone is throwing around nowadays and Firebase lets a lot to be desired when it comes to being feasible outside of mobile ecosystem. PS2.: Machina has more usecases for runtime usage of editor anyway but if you have a specific usecase where you need to run Dash editor at runtime like integration of Dash into your custom tooling outside of Unity editor let me know. PS.: Dash isn't currently running on Nodemon as it is nearing its 1.0 release and architecture change isn't feasible so the port to Nodemon is planned for Dash 2.0 release. ![]() It utilizes UniversalGUI as underlaying UI framework.įor those that aren't familiar with Dash or Machina this is a screenshot of Machina running in runtime on a WebGL platform fully build on top of Nodemon.Īs usual any feedback is welcome, I am pleasantly surprised by some of the big studios in the industry using Dash and I want to say I can't be grateful enough for the feedback I've received. Today I am announcing release of Nodemon which is a framework to build node based tools like Dash or Machina. As I mentioned in my last post where I released UniversalGUI it was just a small part of bigger picture I am putting together to advance creation of game development tools. #unity #shader #terrain #tesselation #proceduralįinally back from vacation and right into more updates. Thank you, and I hope I am not rambling much in the video. And as usual any and every feedback is welcome. ![]() I am interested in any discussion on the topic of terrain LODing on mobile devices so feel free to reach out. Cleaner popping and more optimal geometry that offers better granularity over various settings while maintaining predictable performance curve. The result is more detailed and terrain fitted base mesh with lower polycount. ![]() I've also updated and utilized Machina framework to do all the manipulation of the base geometry before the actual tessellation which can be used in any non terrain use-case as well. I've worked on improvements for both base geometry as well as tessellation shaders to reduce popping and artifacts using steepness calculations in both poly reduction heuristics and tessellation patch functions. Since this weekend was quite rainy I've proceeded to delve further into terrain LOD and tessellation experiments. Default: nullįree texture packer uses mustache template engine.Guys thanks for reaching out about my terrain experiments. filter - name of bitmap filter (grayscale, mask or none).exporter - name of predefined exporter (JsonHash, JsonArray, Css, OldCss, Pixi, GodotAtlas, GodotTileset, PhaserHash, PhaserArray, Phaser3, XML, Starling, Cocos2d, Spine, Unreal, UIKit, Unit圓D, Egret2D), or custom exporter (see below).MaxRectsPacker: Smart, Square, SmartSquare, SmartArea). packerMethod - name of pack method (MaxRectsBin: BestShortSideFit, BestLongSideFit, BestAreaFit, BottomLeftRule, ContactPointRule.Default: MaxRectsBin, recommended OptimalPacker packer - type of packer (MaxRectsBin, MaxRectsPacker or OptimalPacker).tinify - tinify texture using TinyPNG.scaleMethod - texture scaling method (BILINEAR, NEAREST_NEIGHBOR, BICUBIC, HERMITE, BEZIER).scale - scale size and positions in atlas.base64Export - export texture as base64 string to atlas meta tag.textureFormat - output file format (png or jpg).prependFolderName - prepend folder name to frame names.removeFileExtension - remove file extensions from frame names.alphaThreshold - threshold alpha value.detectIdentical - allow detect identical images.extrude - extrude border pixels size around images.padding - spaces in pixels around images.powerOfTwo - force power of two textures sizes.suffixInitialValue - the initial value of the suffix.suffix - the suffix used for multiple sprites.Let texturePacker = require ( "free-tex-packer-core" ) let options = ) Available options
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