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    • Bullet Physics In Unity3D!
      • Building Bullet Physics For Unity
      • Bullet Physics Tutorial: Attaching Softbodies To Skinned Meshes
    • Controlling Objects With Forces and Torques I
    • Controlling Objects With Forces And Torques II
    • Best Practices For Rigid Bodies in Unity
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  • Title video for EVA Infinity

    March 26, 2015
  • EVA Infinity First Gameplay Video

    EVA Infinity

    February 14, 2015
  • Mesh Baker update. Mesh Baker now creates power-of-two atlases by default. Unity recommends using power of two textures for everything but GUI textures. Get it in the Unity Asset Store http://u3d.as/content/ian-deane/mesh-baker/3DL

    February 5, 2015
  • Help Name My New Game

    surveys

    January 13, 2015
  • New Version Of Mesh Baker LOD Released

    A new version of Mesh Baker LOD has been released. This includes the ability to translate the world to avoid floating point precision errors when the user is far from the origin.

    January 13, 2015
  • New Tutorial Video for Mesh Baker Clustering Features

    A new tutorial video has been added demonstrating the new clustering features for Mesh Baker.

    January 10, 2015
  • Clustering Tools Added To Mesh Baker

    We are excited to announce that a new clustering component MB2_MeshBakerGrouper has been added to Mesh Baker. This component makes it easy to combine meshes that are near each other. I will post a tutorial video over the next few days showing how the new features work.

    January 6, 2015
  • How To Optimize A Game In Unity

    These are some of the best resources I have found for optimizing games in Unity. The Unite videos have some good tips that are not in the manual. Be sure to take a look at them. Make sure you have read this section of the Unity Manual http://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html Here are some good videos in the Unite…

    December 10, 2014
  • Quickly Prepare Objects For Static And Dynamic Batching With Mesh Baker Batch Prefab Baker

    Using Mesh Baker to quickly create atlases and copies of prefabs that can use the atlas to take advantage of Unity’s static and dynamic batching

    December 4, 2014
  • Mixing Physics and Animation

    Here is an experiment mixing physics and animation. Simple PD Controllers (springs) are used to constrain the bones to an animated skeleton. The rigid bodies are not constrained to each other. More info on stable PD controllers described here http://www.digitalopus.ca/site/pd-controllers/

    November 27, 2014
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