It's definitely a common challenge—many developers underestimate the complexity of maintaining authoritative logic between client and server, especially concerning physics synchronization. Usually, the best approach involves clearly delineating responsibilities: the authoritative server should handlRead more
It’s definitely a common challenge—many developers underestimate the complexity of maintaining authoritative logic between client and server, especially concerning physics synchronization. Usually, the best approach involves clearly delineating responsibilities: the authoritative server should handle positioning, physics simulation, collision detection, and state updates, while the client focuses primarily on rendering, input handling, and smoothly interpolating game states received from the server. To minimize the laborious task of repeatedly defining sprites and physics bodies, consider tools like PhysicsEditor, which can automatically generate accurate body shapes, drastically reducing manual adjustments and redundant code between client and server setups.
Additionally, establishing a shared codebase approach can significantly streamline development. Leveraging modern JavaScript tooling like module bundlers alongside clear abstraction layers allows you to reuse logic effortlessly across client and server. Utilities like Matter-js with TypeScript or using Node.js packages designed for universal application environments help ensure you’ve got one unified codebase, reducing discrepancies between back-end and front-end implementations. Finally, adopting frameworks or template projects specifically built for multiplayer architectures, such as Colyseus, can also simplify the authoritative server setup, saving countless hours by providing an efficient structure right from the start.
Your Journey Sounds Intense! Developing a 2D web game is definitely no walk in the park! It’s awesome that you jumped into it, but totally get how overwhelming it can be. The struggles with the authoritative server are super common, and you're definitely not alone in feeling that way. Switching physRead more
Your Journey Sounds Intense!
Developing a 2D web game is definitely no walk in the park! It’s awesome that you jumped into it, but totally get how overwhelming it can be. The struggles with the authoritative server are super common, and you’re definitely not alone in feeling that way.
Switching physics engines is such a pain, right? I mean, one moment you’re smoothly crafting gameplay, and the next you’re knee-deep in debugging the server and trying to make everything sync up perfectly. It really does feel like you’re untangling a massive mess! It’s wild how much time it can suck up.
And about those pesky sprites – they can be so finicky! Manually resizing and adjusting physics shapes can feel like a never-ending chore. It’s like, couldn’t they just get along? It’s frustrating to duplicate code, especially when you thought tools would make life easier. Maybe look into tools like TexturePacker or PhysicsEditor? They can help automate some of these tasks and reduce redundancy, though there’s always a learning curve involved!
As for deciding what goes where, it often comes down to understanding the separation of logic. Keep the server focused on the authoritative aspects like game state and physics calculations, while the client handles rendering and interactions. It can help streamline things, but it does mean a lot of back-and-forth!
Honestly, it might be worth looking into games that are similar to yours, checking how they handle these issues, or even exploring communities like Dev.to or Stack Overflow. Sometimes just talking it out gets those creative juices flowing!
Hang in there! It sounds like you’re making progress, even if it feels like you’re stuck in a loop right now. Every coder has been there, and it’s all part of the learning curve. Good luck, and can’t wait to hear how things turn out!
You typically only need to mark the main ScriptableObject (i.e., your AssetReferenceCustomLightmapData) as an Addressable if it's the single entry point and directly references the dependent assets like Texture2D or BakedLightProbsData. Unity's Addressables system automatically ensures all referenceRead more
You typically only need to mark the main ScriptableObject (i.e., your AssetReferenceCustomLightmapData) as an Addressable if it’s the single entry point and directly references the dependent assets like Texture2D or BakedLightProbsData. Unity’s Addressables system automatically ensures all referenced dependencies are included and bundled appropriately. Therefore, explicitly putting each texture or baked data asset into its own Addressables group isn’t necessary unless you explicitly want finer control over loading strategies or asset organization. Thus, recognizing your use case—since your custom ScriptableObject acts as the sole access point to all the related lightmap data—you’re correct: it’s sufficient (and typically cleaner) to address just the parent asset and let Unity handle dependency referencing automatically.
Regarding garbage collection overhead, instances such as var data = new LightmapData(); are indeed likely contributing to the GC allocations you’ve noticed during loading/unloading phases. While 0.94ms and 34KB on loading, and 0.27ms with 15.2KB upon release, is relatively minor overhead in many scenarios, repeated garbage allocations can be troublesome if performance-critical or if frequently repeated (especially in VR or mobile applications). Consider pooling LightmapData objects or reusing existing instances to minimize GC load. However, unless these operations are frequent or performance-critical, you’re likely overthinking this minor overhead. Profiling further and checking if these allocations occur repetitively or heavily at critical moments should clarify if optimization is indeed necessary.
It sounds like you're diving into some pretty interesting stuff with Unity's Addressables! Let's break down your concerns. Regarding your AssetReferenceCustomLightmapData and whether you need to group the actual data assets (like Texture2D arrays and BakedLightProbsData), it really depends on how yoRead more
It sounds like you’re diving into some pretty interesting stuff with Unity’s Addressables! Let’s break down your concerns.
Regarding your AssetReferenceCustomLightmapData and whether you need to group the actual data assets (like Texture2D arrays and BakedLightProbsData), it really depends on how you’re planning to use them. Since your ScriptableObject is the main access point and you mentioned that no other assets will need access to those textures or lightmap data, it seems like you could indeed leave it standalone. However, putting them in an Addressables group can make handling dependencies and loading them more organized and cleaner in the long run, especially if you plan to expand your project later.
As for the garbage generation and loading time you’re seeing, it’s great that you’re being cautious about garbage collection! The line var data = new LightmapData(); in your ApplyLightmapData method could definitely be the reason for some of that garbage. Every new instance creates a bit of garbage that the GC (Garbage Collector) has to deal with. One way to reduce garbage is to reuse the same LightmapData instance instead of creating a new one every time. You can create it once and then modify its properties as needed for each lightmap you apply.
Optimizing for garbage collection can sometimes feel overwhelming, but you’re definitely on the right track by monitoring it. Tools like the Profiler can help you dive deeper to see what’s actually causing the spikes. Remember, a little bit of garbage isn’t the end of the world, especially if your game runs smoothly overall. Just keep an eye on it and tweak as needed.
In summary, you might not need the additional grouping for your assets since your ScriptableObject is handling it, but consider how your project might grow. And yes, try reusing instances when you can to minimize garbage. You’re doing great—keep experimenting, and you’ll figure it all out!
Designing a versatile and reusable game engine typically revolves around clarity of responsibility and strong separation between the engine's core functionality and the game-specific content. One effective approach is modular architecture, where subsystems like rendering, physics, input management,Read more
Designing a versatile and reusable game engine typically revolves around clarity of responsibility and strong separation between the engine’s core functionality and the game-specific content. One effective approach is modular architecture, where subsystems like rendering, physics, input management, audio, and scripting become self-contained, reusable components that communicate through clear interfaces. Leveraging scripting languages (like Lua or Python) or plugin frameworks can enable developers to integrate unique gameplay elements without altering the fundamental structure, preserving the engine’s stability, performance, and independence from individual project implementations.
Additionally, maintaining flexibility without generating unnecessary complexity often involves adhering to patterns like Entity-Component-System (ECS), Dependency Injection, or message-driven architectures. These designs allow independent modules to coexist while facilitating customizability and extension through script-based logic or standardized interfaces. Comprehensive documentation, consistent architectural patterns, and active community engagement further empower developers to effortlessly adapt the engine to project-specific requirements, reducing friction, improving maintainability, and facilitating adoption across diverse gaming experiences.
Understanding Game Engine Design Diving into game engine design can feel overwhelming, especially when you think about the balance between flexibility and usability. It's great that you're curious about how to build something versatile! The Backbone of Your Game You're spot on about the engine beingRead more
Understanding Game Engine Design
Diving into game engine design can feel overwhelming, especially when you think about the balance between flexibility and usability. It’s great that you’re curious about how to build something versatile!
The Backbone of Your Game
You’re spot on about the engine being the backbone of the gameplay. It handles rendering, physics, input, and other technical stuff, which lets you focus on making fun games. A good approach is to think of your engine as a toolkit. You want to create reusable components that handle fundamental functions (like rendering, audio, etc.) without being tightly coupled to specific game logic.
Structuring for Reusability
One way to structure your engine is by using a clean architecture pattern, like the MVC (Model-View-Controller) or Component-Based Architecture. This means that you can separate the game logic (models and controllers) from how things are displayed (views). For example, in a component-based approach, you could have entities made of various components (like a physics component, input component, etc.) that can be reused or swapped out easily. This makes it easier to create different games with similar core mechanics.
Modularity and Balance
You mentioned modularity, which is key! Think of your engine as a set of building blocks. Use a plugin system or allow components to be added or removed as needed. However, you need to avoid overcomplicating things. Keep the core workflow simple and intuitive, maybe as simple as dragging and dropping components into a scene. It’s all about providing enough flexibility without overwhelming the user.
Best Practices to Consider
Scripts and plugins can be fantastic. You might consider a scripting language (like Lua or Python) that lets developers customize behaviors without modifying the engine’s core. This also allows the engine to stay up-to-date while letting users make specific adjustments for their games.
Don’t underestimate documentation! Clear instructions and examples can help new users get accustomed to your engine. Consider creating a community around your engine where users can share their experiences and challenges. This way, you can gather feedback and improve the engine as you go along.
In Conclusion
Building a game engine is a big challenge, but think of it as an ongoing project. Start with a solid foundation, focus on modular design, document your work, and foster a community. You’ll learn a lot along the way, and those challenges can turn into valuable experiences that shape your engine for the better!
Your situation totally resonates—Buildbox has seen some surprisingly engaging games despite its limitations! A few standout titles are "Color Switch," known for its vibrant palette and addictive, minimalist gameplay, and "The Line Zen," praised for slick design concepts and elegant simplicity. AnothRead more
Your situation totally resonates—Buildbox has seen some surprisingly engaging games despite its limitations! A few standout titles are “Color Switch,” known for its vibrant palette and addictive, minimalist gameplay, and “The Line Zen,” praised for slick design concepts and elegant simplicity. Another popular gem is “Sky,” a beautifully stylized endless runner that features smooth, atmospheric visuals, capturing many players’ imaginations with its unique aesthetic.
Considering your experience, perhaps the game was one of these popular yet visually appealing titles, or maybe something similar in style like “Slip Away” or “Phases,” both of which offer intriguing conceptual gameplay matched with distinctively clean visuals. Alternatively, checking out Buildbox communities or forums, like their official Showcase or even browsing indie game databases such as itch.io, might also reconnect you with the elusive title. Perhaps revisiting the provided link or searching similar keywords or platforms associated with it could trigger your memory. Good luck on your hunt—I hope this helps you rediscover that source of inspiration!
Hey there! I totally get how frustrating it can be to forget a game that sparked your creativity. There are quite a few interesting games made with the Buildbox engine, and it sounds like you’re on a mission to find that elusive title! Some popular Buildbox games you might want to check out include:Read more
Hey there! I totally get how frustrating it can be to forget a game that sparked your creativity. There are quite a few interesting games made with the Buildbox engine, and it sounds like you’re on a mission to find that elusive title!
Some popular Buildbox games you might want to check out include:
Color Switch: A super addictive game with a simple yet engaging concept.
Gravity Flip: A platformer that mixes gravity mechanics in a fun way.
Dark Lands: This one has a unique art style and a blend of action and adventure.
Ball Blast: A cool arcade shooter that’s pretty easy to get into.
Even if none of these resonates right away, you might find inspiration as you explore. If you have any more details about what the art style looked like or any specific gameplay mechanics you remember, drop them here! Sometimes, even the smallest detail can jog someone else’s memory.
I’d suggest checking out social media groups or forums dedicated to Buildbox games, too. The gaming community is usually filled with helpful folks who may know exactly what you’re looking for. Good luck on your quest, and don’t give up—you’ll find that game!
Your current cylinder-based approach, while visually appealing, struggles primarily due to a lack of constraints that limit the curl near the book spine. To resolve the distortion around the spine, you could introduce an additional constraint or weight factor based on the vertex's proximity to the bRead more
Your current cylinder-based approach, while visually appealing, struggles primarily due to a lack of constraints that limit the curl near the book spine. To resolve the distortion around the spine, you could introduce an additional constraint or weight factor based on the vertex’s proximity to the binding area. Specifically, consider computing a blend factor (e.g., a smoothstep function) across the width of the page, ensuring that vertices closest to the spine have minimal deformation while vertices toward the outer edge experience maximum curl. Another option is to explicitly clamp the cylinder radius based on vertex position so that the curl radius grows steadily from the spine outward, preventing unrealistic deformation near the bound section.
Additionally, refining your vertex transformation logic can have a significant impact: rather than uniformly calculating theta and displacement for all vertices, you could define a threshold or boundary region where no deformation occurs—essentially suspending the curl within an inner margin. A modified vertex shader could smoothly interpolate vertex displacement starting from zero at the spine outward to full curl, ensuring a physically plausible transition. Employing a distance-driven and spine-aware weighting scheme in your shader or CPU-side preprocessing can offer a precise, controllable curl effect that maintains the page’s structural integrity and preserves realism along your book’s spine.
Page Curl Simulation Struggles Sounds like you're deep into some pretty tricky stuff! The page curl effect can really be a pain to get just right, especially when it comes to the spine looking good. From what you've described, it seems like you've made some solid progress already with that cylinderRead more
Page Curl Simulation Struggles
Sounds like you’re deep into some pretty tricky stuff! The page curl effect can really be a pain to get just right, especially when it comes to the spine looking good.
From what you’ve described, it seems like you’ve made some solid progress already with that cylinder approach. The spine issue really is the kicker though. Have you tried a couple of tweaks? Here are a few suggestions:
Limit the Curl Radius: Maybe consider limiting the radius effect as you approach the spine. You could have a distance check where the curl effect fades out as the verts get closer to the spine. This could help keep that area looking natural.
Adjust the Angle Calculation: You might play around with the angle calculation a bit. Instead of a straight ratio, consider nonlinear adjustments that can help retain more of the spine structure.
Separate the Spine: If possible, treat the spine as a separate geometry that doesn’t deform with the curl. You can then apply the curl effect just to the page areas while keeping the spine’s vertices fixed.
Control the Deformation: Introduce a scaling factor that reduces the deformation effect as you near the center of the page. This way, you can maintain the illusion without going overboard on the curl.
It sounds like you’re almost there! Just little adjustments can sometimes make a huge difference. Keep experimenting, and don’t hesitate to share any cool visual results you get!
What tools can help streamline authoritative server development and physics body calibration in 2D web game development?
It's definitely a common challenge—many developers underestimate the complexity of maintaining authoritative logic between client and server, especially concerning physics synchronization. Usually, the best approach involves clearly delineating responsibilities: the authoritative server should handlRead more
It’s definitely a common challenge—many developers underestimate the complexity of maintaining authoritative logic between client and server, especially concerning physics synchronization. Usually, the best approach involves clearly delineating responsibilities: the authoritative server should handle positioning, physics simulation, collision detection, and state updates, while the client focuses primarily on rendering, input handling, and smoothly interpolating game states received from the server. To minimize the laborious task of repeatedly defining sprites and physics bodies, consider tools like PhysicsEditor, which can automatically generate accurate body shapes, drastically reducing manual adjustments and redundant code between client and server setups.
Additionally, establishing a shared codebase approach can significantly streamline development. Leveraging modern JavaScript tooling like module bundlers alongside clear abstraction layers allows you to reuse logic effortlessly across client and server. Utilities like Matter-js with TypeScript or using Node.js packages designed for universal application environments help ensure you’ve got one unified codebase, reducing discrepancies between back-end and front-end implementations. Finally, adopting frameworks or template projects specifically built for multiplayer architectures, such as Colyseus, can also simplify the authoritative server setup, saving countless hours by providing an efficient structure right from the start.
See lessWhat tools can help streamline authoritative server development and physics body calibration in 2D web game development?
Your Journey Sounds Intense! Developing a 2D web game is definitely no walk in the park! It’s awesome that you jumped into it, but totally get how overwhelming it can be. The struggles with the authoritative server are super common, and you're definitely not alone in feeling that way. Switching physRead more
Your Journey Sounds Intense!
Developing a 2D web game is definitely no walk in the park! It’s awesome that you jumped into it, but totally get how overwhelming it can be. The struggles with the authoritative server are super common, and you’re definitely not alone in feeling that way.
Switching physics engines is such a pain, right? I mean, one moment you’re smoothly crafting gameplay, and the next you’re knee-deep in debugging the server and trying to make everything sync up perfectly. It really does feel like you’re untangling a massive mess! It’s wild how much time it can suck up.
And about those pesky sprites – they can be so finicky! Manually resizing and adjusting physics shapes can feel like a never-ending chore. It’s like, couldn’t they just get along? It’s frustrating to duplicate code, especially when you thought tools would make life easier. Maybe look into tools like TexturePacker or PhysicsEditor? They can help automate some of these tasks and reduce redundancy, though there’s always a learning curve involved!
As for deciding what goes where, it often comes down to understanding the separation of logic. Keep the server focused on the authoritative aspects like game state and physics calculations, while the client handles rendering and interactions. It can help streamline things, but it does mean a lot of back-and-forth!
Honestly, it might be worth looking into games that are similar to yours, checking how they handle these issues, or even exploring communities like Dev.to or Stack Overflow. Sometimes just talking it out gets those creative juices flowing!
Hang in there! It sounds like you’re making progress, even if it feels like you’re stuck in a loop right now. Every coder has been there, and it’s all part of the learning curve. Good luck, and can’t wait to hear how things turn out!
See lessDo I need to group data assets for Addressables when using a ScriptableObject as AssetReference in Unity?
You typically only need to mark the main ScriptableObject (i.e., your AssetReferenceCustomLightmapData) as an Addressable if it's the single entry point and directly references the dependent assets like Texture2D or BakedLightProbsData. Unity's Addressables system automatically ensures all referenceRead more
You typically only need to mark the main ScriptableObject (i.e., your
AssetReferenceCustomLightmapData
) as an Addressable if it’s the single entry point and directly references the dependent assets likeTexture2D
orBakedLightProbsData
. Unity’s Addressables system automatically ensures all referenced dependencies are included and bundled appropriately. Therefore, explicitly putting each texture or baked data asset into its own Addressables group isn’t necessary unless you explicitly want finer control over loading strategies or asset organization. Thus, recognizing your use case—since your custom ScriptableObject acts as the sole access point to all the related lightmap data—you’re correct: it’s sufficient (and typically cleaner) to address just the parent asset and let Unity handle dependency referencing automatically.Regarding garbage collection overhead, instances such as
See lessvar data = new LightmapData();
are indeed likely contributing to the GC allocations you’ve noticed during loading/unloading phases. While 0.94ms and 34KB on loading, and 0.27ms with 15.2KB upon release, is relatively minor overhead in many scenarios, repeated garbage allocations can be troublesome if performance-critical or if frequently repeated (especially in VR or mobile applications). Consider poolingLightmapData
objects or reusing existing instances to minimize GC load. However, unless these operations are frequent or performance-critical, you’re likely overthinking this minor overhead. Profiling further and checking if these allocations occur repetitively or heavily at critical moments should clarify if optimization is indeed necessary.Do I need to group data assets for Addressables when using a ScriptableObject as AssetReference in Unity?
It sounds like you're diving into some pretty interesting stuff with Unity's Addressables! Let's break down your concerns. Regarding your AssetReferenceCustomLightmapData and whether you need to group the actual data assets (like Texture2D arrays and BakedLightProbsData), it really depends on how yoRead more
It sounds like you’re diving into some pretty interesting stuff with Unity’s Addressables! Let’s break down your concerns.
Regarding your AssetReferenceCustomLightmapData and whether you need to group the actual data assets (like Texture2D arrays and BakedLightProbsData), it really depends on how you’re planning to use them. Since your ScriptableObject is the main access point and you mentioned that no other assets will need access to those textures or lightmap data, it seems like you could indeed leave it standalone. However, putting them in an Addressables group can make handling dependencies and loading them more organized and cleaner in the long run, especially if you plan to expand your project later.
As for the garbage generation and loading time you’re seeing, it’s great that you’re being cautious about garbage collection! The line
var data = new LightmapData();
in your ApplyLightmapData method could definitely be the reason for some of that garbage. Every new instance creates a bit of garbage that the GC (Garbage Collector) has to deal with. One way to reduce garbage is to reuse the same LightmapData instance instead of creating a new one every time. You can create it once and then modify its properties as needed for each lightmap you apply.Optimizing for garbage collection can sometimes feel overwhelming, but you’re definitely on the right track by monitoring it. Tools like the Profiler can help you dive deeper to see what’s actually causing the spikes. Remember, a little bit of garbage isn’t the end of the world, especially if your game runs smoothly overall. Just keep an eye on it and tweak as needed.
In summary, you might not need the additional grouping for your assets since your ScriptableObject is handling it, but consider how your project might grow. And yes, try reusing instances when you can to minimize garbage. You’re doing great—keep experimenting, and you’ll figure it all out!
See lessHow can a game engine be designed for easy re-use across multiple games while remaining separate from game content?
Designing a versatile and reusable game engine typically revolves around clarity of responsibility and strong separation between the engine's core functionality and the game-specific content. One effective approach is modular architecture, where subsystems like rendering, physics, input management,Read more
Designing a versatile and reusable game engine typically revolves around clarity of responsibility and strong separation between the engine’s core functionality and the game-specific content. One effective approach is modular architecture, where subsystems like rendering, physics, input management, audio, and scripting become self-contained, reusable components that communicate through clear interfaces. Leveraging scripting languages (like Lua or Python) or plugin frameworks can enable developers to integrate unique gameplay elements without altering the fundamental structure, preserving the engine’s stability, performance, and independence from individual project implementations.
Additionally, maintaining flexibility without generating unnecessary complexity often involves adhering to patterns like Entity-Component-System (ECS), Dependency Injection, or message-driven architectures. These designs allow independent modules to coexist while facilitating customizability and extension through script-based logic or standardized interfaces. Comprehensive documentation, consistent architectural patterns, and active community engagement further empower developers to effortlessly adapt the engine to project-specific requirements, reducing friction, improving maintainability, and facilitating adoption across diverse gaming experiences.
See lessHow can a game engine be designed for easy re-use across multiple games while remaining separate from game content?
Understanding Game Engine Design Diving into game engine design can feel overwhelming, especially when you think about the balance between flexibility and usability. It's great that you're curious about how to build something versatile! The Backbone of Your Game You're spot on about the engine beingRead more
Understanding Game Engine Design
Diving into game engine design can feel overwhelming, especially when you think about the balance between flexibility and usability. It’s great that you’re curious about how to build something versatile!
The Backbone of Your Game
You’re spot on about the engine being the backbone of the gameplay. It handles rendering, physics, input, and other technical stuff, which lets you focus on making fun games. A good approach is to think of your engine as a toolkit. You want to create reusable components that handle fundamental functions (like rendering, audio, etc.) without being tightly coupled to specific game logic.
Structuring for Reusability
One way to structure your engine is by using a clean architecture pattern, like the MVC (Model-View-Controller) or Component-Based Architecture. This means that you can separate the game logic (models and controllers) from how things are displayed (views). For example, in a component-based approach, you could have entities made of various components (like a physics component, input component, etc.) that can be reused or swapped out easily. This makes it easier to create different games with similar core mechanics.
Modularity and Balance
You mentioned modularity, which is key! Think of your engine as a set of building blocks. Use a plugin system or allow components to be added or removed as needed. However, you need to avoid overcomplicating things. Keep the core workflow simple and intuitive, maybe as simple as dragging and dropping components into a scene. It’s all about providing enough flexibility without overwhelming the user.
Best Practices to Consider
Scripts and plugins can be fantastic. You might consider a scripting language (like Lua or Python) that lets developers customize behaviors without modifying the engine’s core. This also allows the engine to stay up-to-date while letting users make specific adjustments for their games.
Don’t underestimate documentation! Clear instructions and examples can help new users get accustomed to your engine. Consider creating a community around your engine where users can share their experiences and challenges. This way, you can gather feedback and improve the engine as you go along.
In Conclusion
Building a game engine is a big challenge, but think of it as an ongoing project. Start with a solid foundation, focus on modular design, document your work, and foster a community. You’ll learn a lot along the way, and those challenges can turn into valuable experiences that shape your engine for the better!
See lessWhat is the name of the intriguing game made with Buildbox that I lost track of after asking an AI chatbot?
Your situation totally resonates—Buildbox has seen some surprisingly engaging games despite its limitations! A few standout titles are "Color Switch," known for its vibrant palette and addictive, minimalist gameplay, and "The Line Zen," praised for slick design concepts and elegant simplicity. AnothRead more
Your situation totally resonates—Buildbox has seen some surprisingly engaging games despite its limitations! A few standout titles are “Color Switch,” known for its vibrant palette and addictive, minimalist gameplay, and “The Line Zen,” praised for slick design concepts and elegant simplicity. Another popular gem is “Sky,” a beautifully stylized endless runner that features smooth, atmospheric visuals, capturing many players’ imaginations with its unique aesthetic.
Considering your experience, perhaps the game was one of these popular yet visually appealing titles, or maybe something similar in style like “Slip Away” or “Phases,” both of which offer intriguing conceptual gameplay matched with distinctively clean visuals. Alternatively, checking out Buildbox communities or forums, like their official Showcase or even browsing indie game databases such as itch.io, might also reconnect you with the elusive title. Perhaps revisiting the provided link or searching similar keywords or platforms associated with it could trigger your memory. Good luck on your hunt—I hope this helps you rediscover that source of inspiration!
See lessWhat is the name of the intriguing game made with Buildbox that I lost track of after asking an AI chatbot?
Hey there! I totally get how frustrating it can be to forget a game that sparked your creativity. There are quite a few interesting games made with the Buildbox engine, and it sounds like you’re on a mission to find that elusive title! Some popular Buildbox games you might want to check out include:Read more
Hey there! I totally get how frustrating it can be to forget a game that sparked your creativity. There are quite a few interesting games made with the Buildbox engine, and it sounds like you’re on a mission to find that elusive title!
Some popular Buildbox games you might want to check out include:
Even if none of these resonates right away, you might find inspiration as you explore. If you have any more details about what the art style looked like or any specific gameplay mechanics you remember, drop them here! Sometimes, even the smallest detail can jog someone else’s memory.
I’d suggest checking out social media groups or forums dedicated to Buildbox games, too. The gaming community is usually filled with helpful folks who may know exactly what you’re looking for. Good luck on your quest, and don’t give up—you’ll find that game!
See lessHow can I limit the curl effect in my cylinder-based page simulation to preserve the spine’s appearance?
Your current cylinder-based approach, while visually appealing, struggles primarily due to a lack of constraints that limit the curl near the book spine. To resolve the distortion around the spine, you could introduce an additional constraint or weight factor based on the vertex's proximity to the bRead more
Your current cylinder-based approach, while visually appealing, struggles primarily due to a lack of constraints that limit the curl near the book spine. To resolve the distortion around the spine, you could introduce an additional constraint or weight factor based on the vertex’s proximity to the binding area. Specifically, consider computing a blend factor (e.g., a smoothstep function) across the width of the page, ensuring that vertices closest to the spine have minimal deformation while vertices toward the outer edge experience maximum curl. Another option is to explicitly clamp the cylinder radius based on vertex position so that the curl radius grows steadily from the spine outward, preventing unrealistic deformation near the bound section.
Additionally, refining your vertex transformation logic can have a significant impact: rather than uniformly calculating theta and displacement for all vertices, you could define a threshold or boundary region where no deformation occurs—essentially suspending the curl within an inner margin. A modified vertex shader could smoothly interpolate vertex displacement starting from zero at the spine outward to full curl, ensuring a physically plausible transition. Employing a distance-driven and spine-aware weighting scheme in your shader or CPU-side preprocessing can offer a precise, controllable curl effect that maintains the page’s structural integrity and preserves realism along your book’s spine.
See lessHow can I limit the curl effect in my cylinder-based page simulation to preserve the spine’s appearance?
Page Curl Simulation Struggles Sounds like you're deep into some pretty tricky stuff! The page curl effect can really be a pain to get just right, especially when it comes to the spine looking good. From what you've described, it seems like you've made some solid progress already with that cylinderRead more
Page Curl Simulation Struggles
Sounds like you’re deep into some pretty tricky stuff! The page curl effect can really be a pain to get just right, especially when it comes to the spine looking good.
From what you’ve described, it seems like you’ve made some solid progress already with that cylinder approach. The spine issue really is the kicker though. Have you tried a couple of tweaks? Here are a few suggestions:
It sounds like you’re almost there! Just little adjustments can sometimes make a huge difference. Keep experimenting, and don’t hesitate to share any cool visual results you get!
See less