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How to create sand in unity3d?
We need a detailed description of the mechanism and principles (for example, is it done using a particle system or not? Or PhysX technology?) of creating and simulating sand in a large volume, the wind that will blow some of the sand off the hills. Ideally it would be like in the game Journey. Just please don't write "well, this should be done with the help of this or that" - I need preferably not only the principles of creation, but also specific examples - links to text / video tutorials.
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Well, dude, you apparently outplayed the designers, since it’s no longer interesting to do such things. What do you want? Create a game and earn millions? Create a game and earn respect? Or create a game and express your thoughts? Don't be afraid, there are no wrong answers, but you should decide on the answer, as it is really important.
In general, you need to look towards particle systems. In unity, they are really cool, almost everything can be done with the mouse. Truth. Unless it is unlikely to be fast, but in which case you can cram a couple of full-screen shaders. Actually, the wokflow is approximately the following: the surface, on it is the texture of the sand, on top of the normal map . You can procedural , then there will be cool traces. In any case, you will need a bunch of scripts to make the wind blow - partkills are made , then you can decorate with full-screen shaders and there will be beauty. And all this can be done in a couple of hours. Maybe in a couple of days. Maybe in a couple of months. If you don’t know and don’t understand anything, it will be difficult, but speed will come with experience.
In general, if you don’t like this post, it’s better to leave the unit and go to work. If game dev can’t get out of your head, then try to save money and hire an artist, composer and coder. Piecework, of course, although someone can be a quarter of the rate. Actually, the question is how far you want to go. In any case, money is just a tool, when understanding comes, it will probably become easier. Many for a certain, very modest amount, are happy to realize a very suitable effect, I can even give a couple of contacts, but you won’t be fed up with sand alone. It will be necessary to build a couple of scenes, fill them with content. If sand can be made in a couple of hours, then a game (a full-fledged game, not a prototype at a hackathon) is unlikely to succeed.
Сейчас очень популярны контентовые игры, то есть такие, в которых много наполнения, много исследования. Стратегии с вылизанным балансом и рогалики со случайными монстрами, вещами и способностями отходят на второй план. Инди упрощает себе рандомизацией, но никак не заменяет.
В общем, удачи в начинаниях.
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