#game that has physics

1 messages · Page 1 of 1 (latest)

long dew
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I'll post my problems and questions in this thread

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How can I make the game look better?

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I'm making a game that has physics

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game that has physics

long dew
fossil badge
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You need to find ideas for your game, what do you want it to be, what makes it fun, etc. before trying to improve the looks.

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But to improve the graphics (antialiasing etc), I have found you can choose the High Fidelity URP pipeline in Project Settings.

vernal sigil
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the more the better.. (changing lighting and skyboxes and things have a drastic outcome)
but even without touching a single graphic setting the more you include in your scene the more it'll tie it all together...
objects casting shadows on other objects, global illumination catching and scattering light from nearby objects, all things like work together..

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make it feel lived in.. besides that theres things like texturing, increasing softshadows, having a different skybox, adding a bit of fog in the distance..
if ur using simple objects, making them have a nice little beveled edge add a whole lot

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for example.. the cube on the left looks more detailed and better in general than the one on the right..
and its just a simple beveled edge (to catch the light a little)

long dew
tight gazelle
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If you want some ideas to improve your game, you need to say a little more about it.
Here we just have a pair of cubes in an empty plan.
It's .... hard to know what you want to do.

long dew
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house

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built with spawning items, dragging them, and attaching them to each other

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right now I'm trying to make a boss fight, to be exact right now I'm trying to make the wheelchair chair part to auto aim on the player. LookAt is a bad way here so I want to use a way with rigidbody instead.
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