EVA Infinity Devblog #2


It has been a busy couple of weeks working on EVA Infinity and I am excited to update people on the progress. The past two weeks have been about cleaning up details.

First, the ‘programmer artwork’ for the level loading bar has been replaced with a more polished progress bar.


More importantly, the throw animations have been fixed. The only means of thrust in the game is to throw objects. There were problems with the throw animation which made it hard to understand what was happening. The thrown objects would not be released at the correct moment, the objects moved too quickly and were too small. I fixed all of these and was immediately surprised how much better the game felt.


The last week has been spent experimenting with Nebulas. It is surprisingly difficult generating nice looking Nebulas. My first experiments used a particle simulation and forces to generate a tornado, and convert it to a mesh. It looked fantastic in Blender with a subsurface scattering shader, but sadly there was no way to bring it into Unity with reasonable performance.


The solution that worked was to create layers of transparent surfaces at different depths with custom lightmaps and masks. Animating these different layers gives a wonderful effect. I am still looking for a way to have the nebulas interact with lighting.


The next goals will be to put a beta test together.


EVA Infinity Devblog # 1


The summer is over, autumn has arrived, and it is time to get back to work. The summer was busier than expected.

Mesh Baker was included in a two-week madness sale on the Unity Asset Store. This was a fabulous opportunity, but one that has kept me busy for a month responding to support and feature requests.

EVA Infinity has been Greenlit!


This is huge news for me since this will be my first game on Steam. I have been working on EVA Infinity for two years so getting the thumbs up from the Steam community feels amazing! With the recent Mesh Baker sale I have been slow to  respond, but I have finally succeeded in clearing away the mountain of work so I can focus on game development again.

I spent the last few days polishing the prediction path.


The old prediction line would explode wildly if it came too close to gravity source and did not have a high enough resolution. Both of these problems have been fixed.

I also upgraded the Bullet Physics library to be up to date with my latest version in github.

My goal for the next few weeks is to get EVA Infinity out to some closed beta testers.

New Version Of Mesh Baker With Better Support For Non-Texture Properties

bakerWithRockeCube-800x451This version offers improved support for non-texture material properties such as _Color and _Glossiness through the addition of TextureBlenders. TextureBlenders are custom scripts that blend non-texture properties with textures as they are being added to an atlas. It is easy to extend Mesh Baker by writing TextureBlenders for custom shaders.
This version also offers support for  multi-object editing for the MB3_TextureBaker and MB3_MeshBaker components.

Mix And Match Skinned Mesh Body Parts With Mesh Baker


Customize your characters by switching clothing: sweaters, swimsuits, space suits, gloves, wetsuits etc… Slowly turn your character into a zombie one limb at a time. Do all this at runtime and maintain one drawcall per character.

A new Mesh Baker updated has been released to the Unity Asset Store with character customization features. The update includes a script for processing skinned mesh parts so they can be merged seamlessly in Unity.  Check out this youtube video for full details.

Big Mesh Baker Update In The Asset Store


Mesh Baker has two cool new abilities that improve its atlas building capabilities:

  • When a source texture is copied to a target atlas only the part that is used by the source mesh gets copied. This is great if the source mesh already uses an atlas. It is not efficient to be copying atlas into atlases. Note that this only works if “Consider Mesh UVs” is checked.
  • Often when combining buildings the same tiled texture will be used with different tiling options on different source meshes. Mesh Baker can now detect this and map these meshes to a single shared tiled block in the atlas.

Aside from these changes there are a few aesthetic changes.

  • “Fix out of bounds UVs” has been changed to  “Consider Mesh UVs” to reflect the fact that it does not deal only with out of bounds UVs.
  • The multiple materials section now has candy striping in the inspector to improve readability.

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