M-77Dexterity
One more thing about minion ..
2014.04.14. 02:48
Copy URL
Body Other FunctionsYou must be registered to see the links
What do you call them who usually come out and die by the main character and become the blood and become the flesh of the protagonist.
I think that's a lot of minions these days.
Let 's talk about one more thing about miscarriage.
Currently we do not have any real-time rendering means other than drawing a set of meshes or triangles on the screen. (Sometimes I draw a vector graph sometimes but there is no hardware help)
For example, drawing a line or drawing a shape has no function in the current graphical API.
For example, if you break up, you actually take the line data and spread it to the side to make a striped mesh.
So you just need to know the mesh without thinking about it.
But this mesh is not enough.
There are two main types of meshes we use in games.
One is a non-
The other is a deform, a mesh in which the shape itself is deformed
The non - deformed mesh is divided into a static mesh and a dynamic mesh again. It is not a mesh problem, but a mesh object is a moving object (a bullet car or something) or an immovable object (such as a rock house)
And deform is divided into blendshape and skinned mesh.
To tell you what you need to do before optimizing
A static mesh can be created by combining material with texture atlas or texture array.
On the other hand, dynamic mesh has not been answered in the meantime.
Anyway, dynamic mesh can now also reduce DC.
On the other hand, it is a good idea to never think of a way to reduce DC in the deform side.
Of course not. It is scary, complex, and not very efficient in my opinion.
So, these things become a problem. There are about 100 people, but there will be no problem (500 DC will come out)
If 10000 people come out of 1000 people, 100 people actually have a serious problem.
However, the fact that 1000 people can not be more than 100 people in front of the camera due to the nature of 3D games. The rest of them are far away. These guys are made by frame by using bakeMesh which is also in unity, and when they draw roughly, they are merged.
The problem is that the maximum number of minions in front of the camera is less than about 100 minion.
In fact, the rendering load is not that big. It's 100 people.
But it is not true. The cascade shade map becomes 100 + 100 * 4.
Therefore, if you can add shadows to this rendering, you will not actually have a load as high as 100 people.
But I told you it was called GPU Instancing .. It means that those who have the same shape can draw in one shot. If the bullets are the same shape, you can draw 1000 or 10000 feet in one shot. (Beyond 10000, GameObject instance management became heavier.)
1000 trees with 10000 vertices and 60 frames with trees.
In fact, there was no way to solve this shader by using this. In fact, before the GPU instancing, I used to put the box in every joint to use as a dynamic batting. Now I do not have to worry about the number of vertices
Just put the capsules on joints. If it's mobile, it's Ding.
If the PC is so roughly packed, the difference between the actual shape and the capsule is so severe that the self-shadowing will be difficult.
Here a screen space ray casting shadow appears.
Anyway, the detail shadows are the ray cast shadows.
In such a way, the problem of the shadows of the biggest load is solved.
Of course, this has nothing to do with Unreal's capsule shadows.
Unreal's Capsule Shadow is not actually created by Unreal, it's made by Nutty Poison.
I am looking for an indirect light shadow drawing document using Nutri Dog's capsule.
Well, I think that's a bitch. It's better to just care about AO.
I think that's what they thought.
[출처] 미니언 관련 한가지 더..|작성자 kite3h
So he want Patreon support but is sorry that he can not answer properly to email and comments because he can not understand englisch well. He would like to be active in forums to promote the game project.Dexterity
Job activity
April 17, 2017. 15:34
Copy the URLYou must be registered to see the links
Well, there is one thing I really like about the pledges of the presidential candidates these days.
The only thing I want to do is to pay for health insurance.
The property is only a secured home. When I play, my health insurance premiums come out as mischievous.
If the premium is calculated based on the property, is it not normal that the collateral is subtracted?
Sisters ...
That's why I'm putting in my family name.
This is why I can not register an individual carrier.
So I will support you wherever you are.
I can not support this.
Anyway, because of this situation, I can not get a job with someone who will work with me.
I have worked so far and if I do not work with each other face to face, I get tired afterwards.
I do not have a big desire, but I would like to upload a project to patreon in earnest.
It is too hard to check the message every day and respond to supporters.
Patreon is also late, but some people earn a month for a month.
It does not necessarily depend on the quality of the project.
It's their own league.
You should be active in the community.
Well, I was trying to save someone like that.
There is no one who can work without pay.
Anyway, I have to go to the games com in August.
print 블로그카페북마크메모폴라구독
보내기
Comments 1 NEW
[출처] 구인활동|작성자 kite3h
2017.04.19 stencil maskDexterity
Let's use Unity3D Look-dev
April 17, 2017. 11:57
Copy the URLYou must be registered to see the links
I wonder if there is anyone who seems to be convincing only in the wear sisters and not in Unity.
Leaving evidence.
The function is look-dev which Unity Korea does not even know.
I keep telling you, but do not expect anything from the ignorant Unity Korea.
Unity is good at Unreal, but Unity has an engine that burns copper.
In Unreal, it looks pretty in a window that only looks at characters.
I hear the nonsense.
Unreal or Unity are basically using PBR.
It is a phenomenon that happens because they do not know about rendering.
Anyway, I am constantly cursing Unity ... but sometimes Unity becomes poor.
How frustrating it would be if I made it look-dev windows.
I just need to use IBL .. I do not know what to do.
2017.04.19 Change ConstumRendering Story
Stencil mask
April 17, 2017. 12:21
Copy the URLYou must be registered to see the links
The forward of the Faceworks shader has not been done yet (it has not started yet).
I plan to change my dress using a stencil mask.
In Unity, you need to change the stencil in order to use the stencil.
I am going to change anyway ,,,
However, I changed the skin shader that I originally used to forward to dipper and then I have to change it to forward again, so I can not get my hands off easily.
The important thing in this video is that you have to put IBL ambient diffuse or make the speculator a bit harder to use Cubemap in order to show the detail of the normal even if it is backlight.
Changed the sound video. I have a situation where I can see the core area.
If you are a person with an eye, you may have noticed, but you can have a chest shaking effect in your clothes.
This is only possible with the pose space form. Because the effect of such a slight shaking is that the silhouette alone does not make tea at all if the normal does not change. Keep talking, but shake a white day with a bone.
Ok, he write to contact him over eMail, but i do not found his eMail yet. He has a Google+ Account and i have a YT/Google Video one, but i could not find his eMail there. Send him PN´s so he will get my eMail and i his in return but nothing came out of this. Nevermind, i was interested in giving him some design ideas for a open world rpg. Now we wait for his shoting 3d h-game, witch looks even better. He also write in another post he plans to a "Games Com" these Year to present his Work.Unity3D Tips
Let's learn about Unity Muscle.
2017.04.20. 17:06
Body Other Functions
You must be registered to see the links
Well, I'm posting a lot on the blog.
I have someone to see.
I do not have anyone to see, but I mean that I am going to write down my ideas very hard.
And I am not very good at English, but it is a placenta to send messages in English or not.
Whether you are YouTube or ulmf, you do not read any messages anywhere.
Please email me if possible ..
And if you see someone in the Unity tip to post some comments, I hope you.
This is also a good thing if you run a lot of comments ..
Anyway, extra character costumes will be ready.
...
2017.04.23 Ragdoll End (edit, new)I made a similar euphoria.
Once my feet are bouncing occasionally, I can quickly find and fix them.
Now you can either force yourself to the right intensity, stand back or step through the animation procedurally.
Active Ragdoll seems to have to be cleaned up once in a while.
I'm doing what I want roughly
Clean up the code and organize the items to be extracted as properties
It seems that you need to apply a lot of values to serialize.
There are a lot of things to do next.
The tree is so fast that only the Unity basic billboard (not the speed tree billboard) comes out.
I just have to get away with it.
In the other way, it is burdensome because it is added 3-4 ms even if it is visible.
It's aimed at low specs.
Once you've got the basic trunk road ...
Layout should be laid out on the road.
I guess, but it won't work well. Whenever you run a VM (Virtual Machine) it creates a large amount of additional load on the resources of the physical machine. So much so that a powerful computer has to work hard to emulate a weaker computer.And would "Virtual Machine" work on 32-bit System emulating a 64-Bit System on Win7 to run the Demo?