Accidentally did something trippy..
🩵 avery cochrane 🩵
Noah Kahan
he wasn't even looking at me and he found me
RMH
The Stonewall Inn
Sweet Seals For You, Always
Cosimo Galluzzi

Monterey Bay Aquarium

shark vs the universe
Misplaced Lens Cap

❣ Chile in a Photography ❣
trying on a metaphor

PR's Tumblrdome
Not today Justin
cherry valley forever

Andulka
Jules of Nature

ellievsbear

seen from Ireland
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@bryjch
Accidentally did something trippy..

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Reworked Trex laser to use a line renderer instead of particle systems. Now it properly spawns at the cannon muzzles, and will penetrate all objects except terrain. Also added some particles for where it hits! It looks pretty billboardy at the muzzle but fuck ittttttt
Free Toon Shader on Asset Store
What am I even doing anymore
I don’t know
Once there was peace between all dinosaurs. But that all changed when the box nation attacked.
ye fuk it
smash stuf

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Attempting to add some shake with the movements. Using Unity’s Animation Events in conjunction with Road Turtle Games’ Ez Camera Shake scripts. Pretty awesome scripts that are totally free!
The timings/weights are still off, but that’ll just take some tweaking.
I ended up spending waaay more time on trying to get layered circles working than I ever should have... here’s a damn useful formula I should’ve remembered from ages ago: T(n) = n(n-1)/2
(1) unit addition without collision
(2) unit addition with collision (and a lot of lag)
(3) rotating the formation with collision
I’m working on another game that involves formations and swarming behaviour. It’s still in really early stages, but what I’m trying to get done is a dynamic swarm of units that will adapt formation shapes depending on their count.
Core formations are: offense (triangle), defence (circle) & standard (rectangle)
The aim is for each unit to move optimally between formations, each travelling the shortest distance and with fewest collisions possible. The main problem stems from the desire to make these swarms dynamic in number.
(1) shows the initial setup - each unit has a number (1-9), and each formation has preset transform positions (1-9). Each unit moves to their designated position in a straight line with no collisions.
(2) shows problems when colliders are involved, and formation presets aren’t set properly.
(3) shows the setup, but the transform positions for each formation have been individually set.
When there are a fixed amount of units, this isn’t a difficult problem; I could probably just set transform positions for every unit in each formation.. but I want to make these shapes adapt and adjust dynamically.
So that’s probably my main goal for this project. :)
Spending more time on the dino game again. There has been a big shift in the art style, going for more of a retro 80s, sillier vibe (very reminiscent of Blood Dragon here) instead of the hyper realism previously.
Not much interesting to be posted, mostly working on Photon Networking, getting hitscan detection/display to work between peers; and the destruction/removal of game objects. Once that’s done, I can probably start working on unique combat/movement mechanics for each dinosaur.
Figured out how to do really basic hit detection which conforms better to the model using primitive spheres/capsules.Â
Doing this instead of using a Mesh Collider (because that doesn't seem to work) and I imagine that would be pretty computationally expensive too.
This method isn’t super accurate, but the final game won’t have visible bullet holes on the dinosaurs, but these bullet hole positions will be used to generate particles (sparks etc.) along their normals instead.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Testing damage numbers
Final semester
Getting back into developing our Dinosaur arena game, I’ll try to post things I end up working on here - goals, problems, solutions etc.Â
The current state of the game is very bare, dinosaurs have working camera, movement, animations and attacks (melee & ranged), and my priority at the moment is to implement networking as opposed to the only existing split-screen.
Game dev feeling