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neodos
@neodos_
3D Artist, Programmer, Reverse engineering & modding @ jsrf-inside.blogspot.com
Franceneodos.netJoined August 2010

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I am not very good at math, but doing it with instant feedback sure makes it easier and fun to learn/understand. #madewithunity #unity3d here GPU mesh instancing & dynamically increasing the number of instanced objects, 1024 objects per instance (colored groups)
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Here's a short video showcasing the custom test level, the textures are just the physics materials, it's just a test level, so no proper visuals yet.
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I guess I am turning Unity into a pattern generator, it's pretty crazy the polycounts you can have with GPU instancing, though in this case it's nothing #unity3d
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PS: don't mind the floating characters and speakers, it's just the original Garage's object placement, we'll be able to customize as well. We got past the hardest step (figuring out the physics collision data), there's more work to do and tools to make it easier and accessible.
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It's JSRF 20th anniversary +10 years I started reverse engineering & modding JSRF and today, we made it possible to create custom levels for JSRF Huge thanks to Gurten, Daft, Demo, Fuse, Duck from the JSRF R.E. community & the Cxbx team who made this possible #jsrf #jetsetradio
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Currently reverse engineering and coding tools in order to make creating custom JSRF levels possible, here's an example of a custom visual 3D model imported into the game. Next up figuring out how to compile the physics collision models. #jsrf #jetsetradio #jetsetradiofuture
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One of the biggest technical challenges with Teardown has been to identify disconnected chunks with good performance. I just came up with a new algorithm that handles unlimited search distance and is an order of magnitude faster than the old one!
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"When you’re screwing up and nobody says anything to you anymore that means they’ve given up on you…you may not want to hear it but your critics are often the ones telling you they still love you and care about you and want to make you better." -Randy Pausch
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