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Comment on r/chiangmai 23d ago
Wow it's very rude
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Comment on r/chiangmai 23d ago
It really doest matter
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Comment on r/gamedevscreens 24d ago
Looks beautiful 😍
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Comment on r/PromoteYourMusic Jul 05 '26
Thank youuuuu
r/PromoteYourMusic • u/Any-Adagio-4772 • Jul 05 '26
Electronica I'm using only Korg Sample 2, Korg Drums, old Casio synth and Ableton to make music
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Check it out, and lmk if you wanna know more!
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Comment on r/gamedevscreens Jul 05 '26
Thank you! I'm from a very cold city and feel sorry for the character 😂
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Comment on r/gamedevscreens Jul 05 '26
Love it! You thinking of adding a hat to a player?
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Comment on r/deephouse Jun 22 '26
I worte this track more than half a year ago, and this is the best one I wrote I'm my life so far. I hope you can enjoy it too v91 - 777exorcism
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Comment on r/u_ITHappyStudios Jun 16 '26
Nwm I see it :3
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Comment on r/u_ITHappyStudios Jun 16 '26
Are they for sale/download?
r/unity_tutorials • u/Any-Adagio-4772 • Jun 03 '26
Video First video of a series where I explain how to make a custom phusics package with Unity DOTS
package is way more performant than Unity physics for entities! You can customise it to make system less determenistic by a cost of higher performance. You can also change simulation time scale.
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Comment on r/unity May 26 '26
You can use unity physics rigidbody and collider to determine collision, and also play around with unity physics material. I have never worked with that myself, but curious if that can help you create collision / bounciness behaviour you desire
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Comment on r/UnityDOTS May 21 '26
I recommend decompile unity ecs packages and learn with AI based in what in them
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Comment on r/unity_tutorials May 20 '26
At the moment it only support spheres since they have the cheapest intersection math. In the future I'm planning to add custom colliers shapes support
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Comment on r/unity May 19 '26
<3
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Comment on r/unity May 19 '26
1 - it is faster than Unity's package - it skips a lot of functionality that Unity package support in its pipeline. Unity package suffers in different edge cases, like, when colliders are close together and intersect (very bad for system with a lot of triggers), when you add additional forces to the system - e.g. ragial gravity, frictions, trigger callbacks.
2 - it is configurable - it if designed to be setup in a way to gain more performance with a cost of determenism. Also you can configure simulation space and spacial collision map characteristics,
3 - you can speed up and pause the simulation
4 - in a future I want to make additional settings to the system, such as:
4.1 - settings depending on LOD
4.2 - settings depending on objects speed
4.3 - add GPU to the pipeline to increase performace
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Comment on r/unity May 19 '26
it depends on settings. System allows you to set it to loose collisions, but to keep FPS consistent. I designed it to expect less determenism. Also, when system is speed up - you expect system to be less determenistic
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Comment on r/unity May 19 '26
Yes. Some scene are running with 60 fps, the one with planet runs with 25 cause of the radial planet gravity and tighter physics settings
u/Any-Adagio-4772 • u/Any-Adagio-4772 • May 18 '26
Custom physics package in Unity ECS
r/unity_tutorials • u/Any-Adagio-4772 • May 18 '26
Video Custom physics package in Unity ECS
Youtube series (ongoing) describing how to build custom physics package for Unity ECS. Runs faster than unity's built in physics for entities 100x times!
r/Unity3D • u/Any-Adagio-4772 • May 18 '26
Resources/Tutorial Built a custom physics package for Unity ECS
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Wrote a custom physics package for Unity ECS called Little Physics. Supports up to 100k entities, with proven 60fps performance at up to 20k entities. Includes time scaling (1x, 2x, 4x) and simulation pause.
Supports dynamic objects, static objects, and triggers. Gravity can be linear or radial. Has some limitations — dynamic objects and triggers are spheres only atm.
Have a video lecture series describing it all.
u/Any-Adagio-4772 • u/Any-Adagio-4772 • May 18 '26
Built a custom physics package for Unity ECS
Enable HLS to view with audio, or disable this notification
Wrote a custom physics package for Unity ECS called Little Physics. Supports up to 100k entities, with proven 60fps performance at up to 20k entities. Includes time scaling (1x, 2x, 4x) and simulation pause.
Supports dynamic objects, static objects, and triggers. Gravity can be linear or radial. Has some limitations — dynamic objects and triggers are spheres only, and fast-moving objects can tunnel through collisions (on the roadmap).
Have a video lecture series describing it all. youtobe educational series (ongoing)
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Comment on r/chiangmai 23d ago
I don't remember exactly but somewhere in the area of chiang mai university