After two straight days of Production work, felt good to just spend some time last night to push something out quick. Right, back to work.
Author Archives: Hilmy
Inktober 2018: 4-6
Inktober 2018: 1-3
Managing a No-designer Gamedev Team: Project Cyberstryke.
I was a mentor for a 5-person FYP team, who just finished their project on the last week of August 2018.
You can preview a trailer of their game here:
Building a procedural city generator in Unity – AR version!
So far, the buildings generated were accurately scaled. On August 2018 I started experimenting with AR, which I discovered that a real-size skyscraper in AR isn’t that easy to view on a phone! So I added a Minimize mode, where the buildings could be scaled down to be viewable on an AR-detected floor.
The implementation is admittedly a hack, and since some parts of the code couldn’t figure out what to do with the new scale, issues with z-fighting and object placement appeared. But on the whole, it’s a version I can show to people on my phone, so I just need to clean up my code.
Building a procedural city generator in Unity
Since I was able to generate a building on any physics-enhanced surface in Unity, I can add the code into any scene, click-and-drag on a physics enabled surface and generate a building on it. Thus, when I got Gaia around the end of June, I was able to generate procedural buildings within a generated landscape scene.
Added a Post-Processing Stack effect for fun.
Fashion concept: Techwear.
A colleague started chatting with me on fashion concepts, and he introduced to – besides many other things – the idea of Techwear.
Searching for that term was an eye-opener. Movement wear based on futuristic materials with a hint of cyberpunk.
Had to mess around with that, so here ya go.
Building a procedural city generator in Unity
On June, I experimented with generating different types of buildings. The new building type is a South East Asian shophouse that is commonly seen in Malaysia and Singapore; the row of shops chained in a single long building that has 2-5 floors on top with a shaded 5-footway or “kaki lima” on the ground floor front.
Building a procedural city generator in Unity
Around April, I was trying out one of Brackey’s tutorials where he demonstrated a Raycasting code to direct AI units. I modified the code to be able to create a selected area by mouse, and to generate a building out of that area.
Learning ProBuilder in Unity: Concept Art 3D mockup.
Unity just announced they’re integrating ProBuilder into the engine. So spent the night doing tutorials, and today tried to build one of my old concepts into a 3D mockup.
There’s a huge amount of space for improvement, but the tool is quite simple to use. Neat.