Continuing our elevator and asynchronous scene management system development let’s try to build a 3-scene system that will allow us to create a base scene with the global game objects (our player, scene transition elevator, camera etc) and the two “floors” we’ll be transitioning between.
Let’s create a quick string parsing script that can read a long string and return a delimited set of results (we’ll be finding words).
C# includes a feature that allows you to use the using keyword to define aliases for different types or namespaces in your code.
Let’s start a new project that allows us to load scenes using riding an elevator as the transition. To start with we’ll be building the animation controlling the opening and closing of the elevator doors.
You can build custom shaders for your terminal. Lets build a quick flag shader and see what we can learn.
There are a lot of options available to you when you want to test your project in Unity3D and validate that your code actually does what you think it does.
I’ve been working on re-learning how to work with scenes in Unity and am planning a larger project around the feature, but wanted to bring all of you on my journey.
FFmpeg is an open source tool that allows you to edit, encode, decode, transcode and more audio or video from your command line.
FFmpeg allows you to manipulate video files from your command line. Lets explore how to trim videos from streams more quickly by taking advantage of some of FFmpeg's features.
Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.
Expanding upon our exploration of a shader that snaps vertices to a grid. This time we’re moving things into world space!
In this video I get to play with madness. We’ll be exploring what happens if you try to “pixelate” a 3D mesh using a vertex shader.
PowerToys adds a series of useful tools to your Windows computer including a color picker that lets you easily lookup the color of any pixel on your screen.
In this video we’re going to explore a way I approach reproducible pseudo-random number generation that uses calculated hashes to select a random item or property for an object.
A six degree of freedom (6DoF) system describes one where a player is able to freely move along the X, Y and Z axis as well as yaw, pitch and roll their rotation.
Unity provides a few operators that can make some common tasks with quaternions easier to accomplish. You can multiple a quaternion and vector to rotate the vector by the provided quaternion’s rotation or multiple two quaternions together in order to add the two rotations they represent together.
YAML (Yet Another Markup Language) provides a way to store structured data in files. It can be used in similar ways to other JSON or XML files and is commonly used with Kubernetes and Docker Compose.
Raycasts provide a way for you to project lines through your scenes and detect the objects they hit as well as return important information about what they hit.
I’ve recently been doing a lot of work on my website worldofzero.com in order to help launch the new version and improve the usability and accessibility of the site.
In C# Extension Methods provide a way to add additional functionality onto a type that you have created or imported into your project.