Let’s build a stepped gradient in Unity! This is a form of gradient with hard transitions between the different keyframes in the gradient which creates clear blocks of color like you might see on a flag or logo.
Unity’s Editor UI does not support rendering elements in a grid. For some elements like Textures, Meshes and Materials rendering the results in a vertical list does not use the space of the LINQ for Unity editor view very effectively so a grid-based view could provide a much more concise and cleaner UI.
When working with the Unity editor it can be useful to animate the movement of a value from one place to the next.
Another VOD from the World of Zero Twitch development stream. This is a demo of some of the work that’s happened on the LINQ for Unity tool behind the scenes and also covers introducing command history so that we can track queries run against the tool and quickly rerun them.
LINQ for Unity is a new tool I’m building that allows you to run C# queries, typically LINQ, that you can then use to modify objects in your scenes easily.
Let’s explore a calculator that can solve a variety of equations dynamically. We’ll be able to use this solution to explore tree data structures and specifically the use of binary trees to represent and solve common math problems.
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.