Alloy 2.0 Elemental Sword Demo

RUST Blog - Wed, 02/05/2014 - 04:07


We’ve just released our latest little demo, built to show off our upcoming Alloy 2.0 update, used alongside some of our favorite assets from the Unity Asset Store. You can either check out the video above, or download it for yourself to try out!



(Windows and a DX11 GPU required)


For this demo we created a single high detail asset using a workflow that included Maya, 3dcoat, Handplane and Substance Designer. As we’ve been upgrading Alloy, a lot of attention has gone towards figuring out the best streamlined workflows for using physically-based rendering, especially for indie producers on a budget. We’ll be putting out some more videos soon that cover this in more detail, as well as the Unity-side of setting up image effects and other middleware to work in concert with Alloy.

If you’re looking for any of the assets mentioned in the video above, check out the links below. Again, huge thanks go out to the folks at Marmoset for being so cooperative in our venture to integrate systems. We continue to be impressed at how inviting so many are within the Unity ecosystem.

Alloy Physical Shader Framework (Update Coming Mid-Feb)

TC Particles

Marmoset Skyshop

Amplify Color

Categories: Blog

Oculus VR Jam

RUST Blog - Sun, 08/25/2013 - 18:52


Well that was down to the line! At 10:49pm PST last night, we finished uploading our zany entry to the VR Jam hosted by Oculus Rift and Indiecade, Courageous Cannonball Commander! We’ll have a video up soon, and once submissions are re-enabled, the game itself will find a home on Oculus Share.

A couple life lessons were learned in the process:

  • There is tremendous variation to the degree HMDs make people ill. Several of our team are nearly immune to the effects of simulation sickness, while others are quite sensitive to it. Finding a comfortable range of movement and rotation speeds for a first-person perspective remains a constant challenge
  • PhysX in Unity is excpetionally tempermental the moment you stray from the standard use-case of objects moving under about 30-50 meters per second. Applying powerful counter-forces to ragdolls models is a recipe for hard-crashes, and a tremendous amount of time was spent figuring out how to manually stabilize relative velocities between joints just prior to applying large forces to avoid these problems.
  • Marching Band music can and will get permanently stuck in your head when you’re listening to it for 8-15 hours a day.
  • 3-week gamejams are exhausting, though significantly more tolerable when you’re grilling out almost every night.
Categories: Blog

Adventures in Virtual Reality

RUST Blog - Wed, 04/10/2013 - 18:48


On Friday, we were fortunate enough to receive our hot-off-the-presses Oculus Rift Dev Unit, and have been furiously working with it, and by that I mean we’ve been playing a ton of TF2 in VR mode. In between sessions of circle-strafing as scout, and the resultant bouts of motion sickness, we’ve patched (with duct tape and hope) the OVR Unity Package into our recent project: Museum of the Microstar.

And so we present to you, Museum of the Microstar – Oculus Rift Edition

Download links (400mb download) – Make sure to read the ReadMe in full!!akYXAbxI!U2CDiSCBaJ5wHXH9yp7LpxLNOi5rxU8pFesQ_qNq6m4

Mirror1 – AmazonS3:

Mirror2 – Gamefront:

Mirror3 – Dropbox:

Categories: Blog

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