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00Laboratories
@00Laboratories
00Laboratories is a small team of programmers. We create video games, utilities, networked applications and more. For inquiries contact .
Germany00laboratories.comJoined July 2011

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apparently in the realtimecsg unity plugin you can have an inverted csg model inside another and it works fine. just disable collision and visibilty on the entryway and I can have a model out of blender for the exterior of a building and csg the interior. neat.
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think i'll continue working on unity for tomorrow's stream - haven't gotten the root motion movement working - Want to try out using ProBuilder or RealtimeCSG to make a more complex level - Probably play around with additive scene management?
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Now about my active project 🏂... should I really take the time to learn SabreCSG to prototype levels? Or should I go straight to Blender (that I'll need to get back to anyway)? I'm really not sure rn. I'll try to get back to work on Monday, mental health permitting.
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time's up it started out as me trying to make the set that DEVO sings 'worried man' on that weird Neil Young movie Human Highway
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I've been poking at Unity figuring out how it does for the past couple of days. Last night I opened it up with the goal to actually make a little area using realtimecsg and I now have this. Bonus: if you know what this is supposed to be an approximation of you win a prize.
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back in early 2017, i made a number of neat little atmospheric spaces in Unity with SabreCSG & utilizing a bunch of post processing elements I didn’t make from scratch to get a pretty good vibe. I still really like this little section, as well as a number of other spaces I have.
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Set up a totally seperate Unity project to use RealtimeCSG, so it doesn't take over Exon, and I've made in half an hour what would have taken DAYS in Milkshape. CSG really is the best workflow for architectural stuff. Just need to export the mesh now...
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🏛️🔨 Figured I'd share how I make my levels. ❤️ I find it easier to build with quads in Unity, but plugins like SabreCSG and ProBuilder should have a built-in export feature. If you make your levels in Unity as well, I highly recommend doing external optimization like this!
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