@unity3d are there any plans for dealing with floating point precision limitations/errors in the future? anything over 100000 on any axis causes major issues with our custom physics system... and pretty much everything else considering we're making a space game. 😩
Bloom used to simulate artifacts for all particles. Dithering stops colour banding appearing in the final image. Colour grading used to correct final luminescence of engine particle systems. AO post-processing used instead of AO light settings. #MadeWithUnity#IndieDev#GameDev
@OnceABirdGames @unity3d ah, thought it was either colour grading or a custom PP profile. Theres a split second after the left light comes back on for the second time (just before the right light begins to flicker) where you can see the luminescence being corrected.
@OnceABirdGames @unity3d Nice work. custom written or from Unity's post-processing stack? Would be good to know what you're specifically using too. Eye Adaption? Colour Adaption? Dithering? AO? Chromatic Aberration? etc.
@FracturesAudio by the way, here's an example of the sort of sounds we would be looking for in the future (background ambience, "equipment" and "weapon" noises, weapon sounds, explosion sounds, menu sounds, ambient background music (eve online is a good example). etc
youtube.com/watch?v=OXSdDI…
@FracturesAudio It's worth considering. If you can mix/master inside of an engine you would be able to charge a lot more when added to custom music/sound production. We have a sound engineer anyway so it's not an issue - was more out of curiosity.
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