"When finding the fastest path in a 3D environment, one may hear mention of something called A-Star search algorithms. This is an abstract extension of Dijkstra's algorithm for finding the fastest path between two nodes using heuristics. I'm going to focus on my own implementation of Dijkstra's Algorithm. School teaches you algorithms like these in a conceptual way, but often you realize that the concepts require a lot of work to apply to real life niche solutions. Dijkstra wasn't thinking of massive sand creatures navigating a maze to hunt down a player character on their own, but because his conceptual algorithm is abstract and vague, it can be applied to many things with some thought and work..."
"In any art-form, it's important to identify a focal point and spend extra time adding an appropriate amount of detail and work to it in order to bring life and personality to your project..."
"When you shake a balloon it should jiggle, it should deform from the water sinking on one side or the other based on gravity and how the player is tilting it, and it should pop in a satisfying way. Water balloons are satisfying to pop. Keep that in mind when you're designing things based on 'satisfying feelings', what is it that is satisfying, what is supposed to be enjoyable about this thing? "
This section is mostly completed
"Often times one will need to slice out a piece of terrain since it is not stored or processed as a 3D model in Unity. You may want to make models that will be place somewhere in your level and may need to build around exact measurements to get the right fit (Example: a cave in a mountain that blends into the terrain). You may need to get a section of terrain saved as a high poly model so that you can make an extremely low poly version that can be used as a mesh collider teleport surface for VR which is what I was using it for. This is a fantastic example of an editor tool that saves a lot of time (an estimated 80% of relevant modeling time) with trial and error. This also highlights my understanding of creating useful tools that can be distributed to a team and used all over the place. As a solo developer, sadly this didn't get as much use as it could have, but I hope that whoever views this guide will make more use out of it now."
This section will be completed next
"This section will offer various tools and insights in VR game development and useful functions that I find myself using all the time to speed up testing and development."
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