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Gear Factory
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Gear Factory by Atomic Crew is a Unity3D component suite for procedural gears and hierarchical calculated rotational motion, based on gear ratios. In short: draws your gears and/or makes them turn.
The procedural components are fully separated from the components responsible for the movement calculations. This allows you to model your own (more complex or detailed) gears and power them with the same Gear Factory machine component as you would power your procedural gears. You only need to specify the number of teeth of the gear and you’re ready to go!
Features:
All sourcecode included (C#)
Tested for mobile
Separation of concern
3D and 2D procedural gears
Configurable tip, valley, twist, skew angles
Multiple machines per scene
In editor quick machine setup
Pre calculated turn directions
Small cpu-usage and memory footprint motions
Manual override any parameter
Synchronize speed
Reverse rotation (with optional subtree reverse)
Switchable auto set driven by
Align teeth and position with parent
Normal generation with auto split (hard edge)
UV offset and tiling configurable over 3 dimensions
Maze Factory by Atomic Crew is a Unity3D component suite for procedural mazes.
In short: create a-maze-ing stuff and then get lost.
Create random generated mazes by simply drag-and-drop.
Suggestion: if you like to exchange levels, save your game or create a multiplayer game where you want your maze to match your opponents:
Leave random seed disabled and use your widthCells + heightCells + seed value as your level identifier.
Suggestion 2: if you would like your entrance and exit point to remain at the same location to fit a static scene with a random maze for instance:
Check use “fixed begin end” in the inspector and specify with “fixed begin y” and “fixed end y” where those points are.
Features:
All sourcecode included (C#)
All examples included
Separation of concern (possibility to write your own visualisation procedure)
Random seed
Randomizer through wrapper (possibility to connect your own)
Walls are built out of 3d tiles (possibility for a game mechanic like for example destroying a limited amount of walls to cheat your way out)
In-editor preview of generated maze
Fixed or random entrance/exit (possibility to connect multiple mazes: watch our cube maze webdemo )
A brief instruction in how to use them:
Create an empty game object, let’s rename it to MyMaze
Drag the Maze Factory > MazeFactory script onto the MyMaze object
Create a wall element (a cube, mesh, trees etc.) and make sure it has a collider attached
Drag the wall element to the “Block” property of MyMaze object in the inspector
Check “preview in editor” propery in the inspector
Click “update in editor” in the inspector
You now have your new maze available in the editor
Check “random seed” in the inspector to randomize between updates or when you press play
Rock Factory is a Unity component suite for procedural rock creation.
Create rocks, stones, boulders, pebbles by one single click. Use your own material or the included shader for high quality highly customizable looks.
Features:
All sourcecode included (C#)
All examples included w/source (C#)
Full control on geometry creation and displacement
Using standard mesh (no additional GPU cost over handmade model)
Easy bake-and-export to prefab, unity .asset or .obj file.
Configurable uber-shader included (with source)
Shader supports edge wear and detail overlay
Backwards compatible with default or other shaders.
Multiple geometry algorithms
Multiple displacement patterns
Multiple settings per side
Both foldout as standard textures supported
Custom size
Custom pivot
Angle threshold to smooth faces
Enable/disable sides
Displacement amount
Displacement map with parameter preview
Mapping and sampler settings global and per side overridable
Rock Factory shader communication: configurable edge wear angle
Rock Factory not needed anymore when asset is exported
Random seed to save your favourite random value
Images:
Rock Factory landscape example is included with Rock Factory. It features terrain detail meshes, level of detail, terrain integration and a variety of rocks, stones, pebbles and boulders.
The custom editor allows you to keep in control with the many parameters the engine provides, by only presenting the ones you need and hiding the ones you don’t. Switch to advanced mode to really get in control. The displacement map overview allows you to give visual feedback for all of the settings you’ve changed.
Rock Factory comes with its own shader which you can use on your rocks. You can switch parts of the shader on or off, allowing you to reduce GPU cost. It features overlay blended detail maps, custom specular lighting calculation and edge wear effect (only usable in combination with rock factory). You can, however, always use any other shader you like, as all rocks are real non-GPU generated meshes.