<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>World of Zero</title><link>https://worldofzero.com/</link><description>Recent content on World of Zero</description><generator>Hugo -- gohugo.io</generator><language>en</language><managingEditor>contact@worldofzero.com (Sam Wronski)</managingEditor><webMaster>contact@worldofzero.com (Sam Wronski)</webMaster><copyright>©2025, All Rights Reserved</copyright><atom:link href="https://worldofzero.com/index.xml" rel="self" type="application/rss+xml"/><item><title>Spherical Gravity in Unity</title><link>https://worldofzero.com/videos/spherical-gravity-in-unity/</link><pubDate>Tue, 25 Nov 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Dec 2025 16:49:28 -0800</atom:modified><guid>https://worldofzero.com/videos/spherical-gravity-in-unity/</guid><description>Today we&amp;rsquo;re going to be taking a look at creating spherical gravity systems in Unity. This will allow us to simulate realistic orbits of objects in our game or create three dimensional worlds that you can walk around and jump between.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/JThYzdam2C0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Expanding our Mindustry Server with Custom Maps, Saves and More</title><link>https://worldofzero.com/videos/expanding-our-mindustry-server-with-custom-maps-saves-and-more/</link><pubDate>Wed, 21 May 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 22 May 2025 08:31:52 -0700</atom:modified><guid>https://worldofzero.com/videos/expanding-our-mindustry-server-with-custom-maps-saves-and-more/</guid><description>Lets expand the dockerized Mindustry server we&amp;rsquo;ve been building by dynamically downloading the server.jar when we build our image and enabling custom maps, automatic hosting, persistent save files and more!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/9kenUFJqoVc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>containers</category><category>java</category></item><item><title>Creating our own Dockerized Mindustry Server</title><link>https://worldofzero.com/videos/creating-our-own-dockerized-mindustry-server/</link><pubDate>Fri, 16 May 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 22 May 2025 08:31:52 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-our-own-dockerized-mindustry-server/</guid><description>Lately I&amp;rsquo;ve been playing Mindustry a factory based tower defense game that lets you build a factory, construct defenses and grow over time.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/m3mowhqXsXE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>java</category><category>containers</category></item><item><title>Using Polar Coordinates in Unity Shader Graphs</title><link>https://worldofzero.com/videos/using-polar-coordinates-in-unity-shader-graphs/</link><pubDate>Fri, 16 May 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 16 May 2025 07:28:43 -0700</atom:modified><guid>https://worldofzero.com/videos/using-polar-coordinates-in-unity-shader-graphs/</guid><description>Getting back into making videos and decided to explore polar coordinates at a high level. Polar coordinates are an alternative coordinate system that maps points onto a radius and angle instead of an XY position like we have when using more typical Cartesian coordinates.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Nj1YynIG9vQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>livecode</category></item><item><title>Creating a Mouse Controlled Flashlight</title><link>https://worldofzero.com/videos/creating-a-mouse-controlled-flashlight/</link><pubDate>Wed, 07 May 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 16 May 2025 07:28:43 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-a-mouse-controlled-flashlight/</guid><description>Lets take a look at how we can use Unity&amp;rsquo;s Camera.ScreenPointToRay function to adjust the rotation of a spotlight to always point where our mouse is located on the screen.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/zKXYo9IWVFs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Building a Custom Unity Pixelated Post Processing Effect in Shader Graph</title><link>https://worldofzero.com/videos/building-a-custom-unity-pixelated-post-processing-effect-in-shader-graph/</link><pubDate>Thu, 06 Jun 2024 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 07 Jun 2024 14:55:10 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-custom-unity-pixelated-post-processing-effect-in-shader-graph/</guid><description>Lets dive into Shader Graph and how you can use it in Universal Rendering Pipeline Unity projects to create post processing effects for your game.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/xrl--jRxehM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Go Go Godot: New Project</title><link>https://worldofzero.com/videos/go-go-godot-new-project/</link><pubDate>Wed, 14 Jun 2023 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 14 Jun 2023 07:36:45 -0700</atom:modified><guid>https://worldofzero.com/videos/go-go-godot-new-project/</guid><description>I&amp;rsquo;ve never used Godot, let&amp;rsquo;s explore it together and see what we can build!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2ArfgVaCVq4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>godot</category><category>csharp</category><category>dotnet</category><category>livestream</category><category>livecode</category></item><item><title>Trie, Trie Again - A String Search Data Structure</title><link>https://worldofzero.com/videos/trie-trie-again-a-string-search-data-structure/</link><pubDate>Mon, 10 Apr 2023 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 11 Apr 2023 11:24:12 -0700</atom:modified><guid>https://worldofzero.com/videos/trie-trie-again-a-string-search-data-structure/</guid><description>Trie&amp;rsquo;s are a sort of prefix search tree that uses prefix substrings to efficiently search and complete a word search.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/ZgZXW_V-2lo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category></item><item><title>An Intro to Json Serialization and Deserialization in Unity</title><link>https://worldofzero.com/videos/an-intro-to-json-serialization-and-deserialization-in-unity/</link><pubDate>Sun, 09 Apr 2023 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Mon, 10 Apr 2023 07:37:53 -0700</atom:modified><guid>https://worldofzero.com/videos/an-intro-to-json-serialization-and-deserialization-in-unity/</guid><description>JSON is a common data format that stores data in human-readable strings that can be interpreted by computers. This makes it possible for you and other people to read and modify the raw data and pass that information along to internal systems for use.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/3F4HjM_5hZY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Using Scriptable Objects in Unity</title><link>https://worldofzero.com/videos/using-scriptable-objects-in-unity/</link><pubDate>Sat, 08 Apr 2023 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 09 Apr 2023 06:21:44 -0700</atom:modified><guid>https://worldofzero.com/videos/using-scriptable-objects-in-unity/</guid><description>ScriptableObject&amp;rsquo;s are a way to make configurable objects you can attach to MonoBehavior&amp;rsquo;s or others objects. This allows you to quickly create and swap out data on your game objects without having to create and manage entire object Prefabs.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2P4oPtU2Rtk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Automatically Processing Assets with Custom Unity Asset Pipelines</title><link>https://worldofzero.com/videos/automatically-processing-assets-with-custom-unity-asset-pipelines/</link><pubDate>Sat, 11 Feb 2023 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 16 Feb 2023 17:01:55 -0800</atom:modified><guid>https://worldofzero.com/videos/automatically-processing-assets-with-custom-unity-asset-pipelines/</guid><description>Continuing our journey of adding the ability to easily use SVG assets in Unity, today we&amp;rsquo;re going to be exploring how to automatically process and convert SVGs to PNGs whenever one is added to our Unity project.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/8eFaLtJMsNo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Building a Cloud Game w/ @MicrosoftReactor - Day 2</title><link>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-2/</link><pubDate>Thu, 29 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Dec 2025 16:49:28 -0800</atom:modified><guid>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-2/</guid><description>Grab a controller and brush off your C# skills - we&amp;rsquo;re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we&amp;rsquo;ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/6-jIzylKKHg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>hackathon</category><category>microsoft reactor</category><category>cloud</category><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category></item><item><title>Building a Cloud Game w/ @MicrosoftReactor - Day 3</title><link>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-3/</link><pubDate>Thu, 29 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 15 Jun 2023 12:52:33 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-3/</guid><description>Grab a controller and brush off your C# skills - we&amp;rsquo;re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we&amp;rsquo;ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/gqil7OOa60A/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>hackathon</category><category>microsoft reactor</category><category>cloud</category><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category></item><item><title>Building a Cloud Game w/ @MicrosoftReactor - Day 1</title><link>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-1/</link><pubDate>Wed, 28 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 15 Jun 2023 12:52:33 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-cloud-game-w-microsoftreactor-day-1/</guid><description>Grab a controller and brush off your C# skills - we&amp;rsquo;re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we&amp;rsquo;ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/OLGFrDxWNaU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>hackathon</category><category>microsoft reactor</category><category>cloud</category><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category></item><item><title>Tracking Task Progress in Unity</title><link>https://worldofzero.com/videos/tracking-task-progress-in-unity/</link><pubDate>Sat, 24 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 25 Dec 2022 10:56:42 -0800</atom:modified><guid>https://worldofzero.com/videos/tracking-task-progress-in-unity/</guid><description>Let&amp;rsquo;s start expanding on the SVGs in Unity project we started that converts SVG&amp;rsquo;s into an image format that is usable by Unity (https://www.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Tfyt8dynm-M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>tutorial</category></item><item><title>Generating Images from SVGs with Unity and Inkscape</title><link>https://worldofzero.com/videos/generating-images-from-svgs-with-unity-and-inkscape/</link><pubDate>Fri, 23 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 23 Dec 2022 11:04:41 -0800</atom:modified><guid>https://worldofzero.com/videos/generating-images-from-svgs-with-unity-and-inkscape/</guid><description>Often when building a project you&amp;rsquo;ll need to do some sort of repetitive task as part of the work.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/dnDz4lVbMWw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tools</category><category>shell</category><category>tutorial</category></item><item><title>Building a Website in C#</title><link>https://worldofzero.com/videos/building-a-website-in-c/</link><pubDate>Sat, 17 Dec 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 23 Dec 2022 11:04:41 -0800</atom:modified><guid>https://worldofzero.com/videos/building-a-website-in-c/</guid><description>Working on some Blazor website projects. Come and chat!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/XFG2B-m-GCk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>livecode</category><category>asp.net</category><category>csharp</category><category>dotnet</category></item><item><title>Turning OpenSCAD Files into STL Meshes with GitHub Actions</title><link>https://worldofzero.com/videos/turning-openscad-files-into-stl-meshes-with-github-actions/</link><pubDate>Mon, 28 Nov 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 23 Dec 2022 11:04:41 -0800</atom:modified><guid>https://worldofzero.com/videos/turning-openscad-files-into-stl-meshes-with-github-actions/</guid><description>OpenSCAD is a tool that allows you to program CAD models using its custom programming language rather than dragging and dropping models in an editor.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/qdCBG1W6W8w/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>3d printing</category></item><item><title>Building a Custom Dice Model with OpenSCAD</title><link>https://worldofzero.com/videos/building-a-custom-dice-model-with-openscad/</link><pubDate>Fri, 25 Nov 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 23 Dec 2022 11:04:41 -0800</atom:modified><guid>https://worldofzero.com/videos/building-a-custom-dice-model-with-openscad/</guid><description>OpenSCAD is a tool that can compile programs into 3D models allowing you to code your own CAD designs instead of building them inside of a WYSIWYG type editor like Fusion 360, SketchUp etc.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/HxiyUi4RQzw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>3d printing</category></item><item><title>Redesigning our C# Scripting in Unity Tool</title><link>https://worldofzero.com/videos/redesigning-our-c-scripting-in-unity-tool/</link><pubDate>Sat, 19 Nov 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 23 Dec 2022 11:04:41 -0800</atom:modified><guid>https://worldofzero.com/videos/redesigning-our-c-scripting-in-unity-tool/</guid><description/><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/d64c6eUwq24/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>livecode</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Using Git Hooks</title><link>https://worldofzero.com/videos/using-git-hooks/</link><pubDate>Sat, 12 Nov 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 13 Nov 2022 07:16:44 -0800</atom:modified><guid>https://worldofzero.com/videos/using-git-hooks/</guid><description>Git Hooks provide a way for you to hook into your local git installation and attach additional behavior to common git actions.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/6MzXs35hLOI/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>shell</category><category>tutorial</category><category>csharp</category></item><item><title>Renaming a Local Git Branch</title><link>https://worldofzero.com/posts/rename-git-branch/</link><pubDate>Sun, 06 Nov 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 06 Nov 2022 14:28:54 -0800</atom:modified><guid>https://worldofzero.com/posts/rename-git-branch/</guid><description>note: When you rename your git branches make sure you double check any connected CI jobs you have associated with the repository.</description><dc:creator>Sam Wronski</dc:creator><category>git</category><category>tip</category></item><item><title>Using Dependency Injection in ASP.NET</title><link>https://worldofzero.com/videos/using-dependency-injection-in-aspnet/</link><pubDate>Thu, 20 Oct 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 20 Oct 2022 08:10:38 -0700</atom:modified><guid>https://worldofzero.com/videos/using-dependency-injection-in-aspnet/</guid><description>Dependency Injection is a tool we can use to automatically provide objects with services they need without having to explicitly declare what is needed inside of the objects themselves.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/T2hD6Imb6y8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>asp.net</category><category>tutorial</category></item><item><title>Detect Objects in Your Camera View - Unity Geometry Utilities</title><link>https://worldofzero.com/videos/detect-objects-in-your-camera-view-unity-geometry-utilities/</link><pubDate>Tue, 18 Oct 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 18 Oct 2022 11:06:20 -0700</atom:modified><guid>https://worldofzero.com/videos/detect-objects-in-your-camera-view-unity-geometry-utilities/</guid><description>Let&amp;rsquo;s explore how you can detect when an object is inside the players camera view by using the camera&amp;rsquo;s frustum and axis-aligned bounding boxes (AABB).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/XrqesjfcitU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livecode</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Let's Explore Global Usings in C# 10</title><link>https://worldofzero.com/videos/lets-explore-global-usings-in-c-10/</link><pubDate>Mon, 17 Oct 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 18 Oct 2022 11:06:20 -0700</atom:modified><guid>https://worldofzero.com/videos/lets-explore-global-usings-in-c-10/</guid><description>Global usings are a new feature in C# 10 that give you the ability to declare a using directive over every source file in your project instead of needing to duplicate the declaration inside of each file in your projects!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/z4THCW3b16k/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Let's Explore Implicit Usings in C# 10</title><link>https://worldofzero.com/videos/lets-explore-implicit-usings-in-c-10/</link><pubDate>Mon, 17 Oct 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 18 Oct 2022 11:06:20 -0700</atom:modified><guid>https://worldofzero.com/videos/lets-explore-implicit-usings-in-c-10/</guid><description>Implicit usings is a feature in .NET that allows you to have the compiler automatically add global usings to your projects for common namespaces used in projects of the type you&amp;rsquo;ve chosen.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/NlvhBpLl0DY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>tutorial</category><category>demo</category></item><item><title>Using .NET Interactive and Jupyter Notebooks</title><link>https://worldofzero.com/videos/using-net-interactive-and-jupyter-notebooks/</link><pubDate>Sat, 27 Aug 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 16 Oct 2022 14:26:30 -0700</atom:modified><guid>https://worldofzero.com/videos/using-net-interactive-and-jupyter-notebooks/</guid><description>Today we&amp;rsquo;re exploring .NET Interactive and how you can use it inside of Jupyter Notebooks to run and document code samples alongside markdown documentation.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vlp4B6C81xQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tutorial</category><category>dotnet</category></item><item><title>Building a Browser Based Game with Babylon.JS</title><link>https://worldofzero.com/videos/building-a-browser-based-game-with-babylonjs/</link><pubDate>Sat, 06 Aug 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 16 Oct 2022 14:26:30 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-browser-based-game-with-babylonjs/</guid><description/><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/STwdWXtMw1w/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>typescript</category><category>web</category></item><item><title>Building A Game of Dice - #GMTKJam 2022 - Day 3</title><link>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-3/</link><pubDate>Sun, 17 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 16 Oct 2022 14:26:30 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-3/</guid><description>Participating in the https://itch.io/jam/gmtk-jam-2022
Join the World of Zero Discord Server: https://discord.gg/hU5Kq2u</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/OLGFrDxWNaU/mqdefault_live.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livecode</category><category>hackathon</category></item><item><title>Building a Game of Dice - #GMTKJam 2022 - Day 1</title><link>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-1/</link><pubDate>Sat, 16 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 17 Jul 2022 09:22:24 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-1/</guid><description>Participating in the https://itch.io/jam/gmtk-jam-2022
Join the World of Zero Discord Server: https://discord.gg/hU5Kq2u</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/twszZDmptbs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>hackathon</category><category>livecode</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Building A Game of Dice - #GMTKJam 2022 - Day 2</title><link>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-2/</link><pubDate>Sat, 16 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 17 Jul 2022 09:22:24 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-game-of-dice-gmtkjam-2022-day-2/</guid><description>Participating in the https://itch.io/jam/gmtk-jam-2022
Join the World of Zero Discord Server: https://discord.gg/hU5Kq2u</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/hX23d-PHROs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livecode</category><category>hackathon</category></item><item><title>I Built a Tool That Turns GitHub Contributions into Bookmarks Here's How It Works</title><link>https://worldofzero.com/videos/i-built-a-tool-that-turns-github-contributions-into-bookmarks-heres-how-it-works/</link><pubDate>Sun, 10 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Mon, 11 Jul 2022 10:47:11 -0700</atom:modified><guid>https://worldofzero.com/videos/i-built-a-tool-that-turns-github-contributions-into-bookmarks-heres-how-it-works/</guid><description>Inspired by GitHub Skyline I&amp;rsquo;ve built a tool you can run from the command line that generates a bookmark from your GitHub Contributions.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/jtu4Vw7Clug/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>opensource</category><category>csharp</category><category>dotnet</category><category>demo</category><category>tutorial</category></item><item><title>Using C#'s nameof Expression - C# Quick Tip</title><link>https://worldofzero.com/videos/using-cs-nameof-expression-c-quick-tip/</link><pubDate>Sun, 10 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 10 Jul 2022 06:35:18 -0700</atom:modified><guid>https://worldofzero.com/videos/using-cs-nameof-expression-c-quick-tip/</guid><description>The nameof expression allows you to convert a variable, property, type or function into a string that represents its name.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/48iBTUYjf8k/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>tip</category><category>tutorial</category></item><item><title>Sending Real-Time Messages to Unity from a Blazor Website - SignalR in Unity - Part 3</title><link>https://worldofzero.com/videos/sending-real-time-messages-to-unity-from-a-blazor-website-signalr-in-unity-part-3/</link><pubDate>Thu, 07 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 07 Jul 2022 11:20:08 -0700</atom:modified><guid>https://worldofzero.com/videos/sending-real-time-messages-to-unity-from-a-blazor-website-signalr-in-unity-part-3/</guid><description>Let&amp;rsquo;s complete our SignalR in Unity experiment by adding a Blazor Website to it. This will allow us to use a browser to send messages directly to Unity to create updates instead of either needing to install a Unity game or run a console app.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/6yCrnWcKvpU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>asp.net</category></item><item><title>Adding Unity Support - SignalR in Unity - Part 2</title><link>https://worldofzero.com/videos/adding-unity-support-signalr-in-unity-part-2/</link><pubDate>Wed, 06 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 06 Jul 2022 09:23:48 -0700</atom:modified><guid>https://worldofzero.com/videos/adding-unity-support-signalr-in-unity-part-2/</guid><description>The next part of this experiment is integrating Unity with the rest of our SignalR components so that they can communicate with one another.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/0mk-Kjab4as/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>unity3d</category></item><item><title>Real-Time Messaging Between Console Apps with SignalR - SignalR in Unity - Part 1</title><link>https://worldofzero.com/videos/real-time-messaging-between-console-apps-with-signalr-signalr-in-unity-part-1/</link><pubDate>Tue, 05 Jul 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 05 Jul 2022 09:25:16 -0700</atom:modified><guid>https://worldofzero.com/videos/real-time-messaging-between-console-apps-with-signalr-signalr-in-unity-part-1/</guid><description>We&amp;rsquo;re starting a new project beginning with an introduction to SignalR. Our goal is to introduce SignalR into a Unity project so we can communicate in real-time between a Unity game and a web app.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-mWewa_R7-8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>asp.net</category><category>tutorial</category></item><item><title>Exploring MAUI - Multiplatform Apps Built With .NET</title><link>https://worldofzero.com/videos/exploring-maui-multiplatform-apps-built-with-net/</link><pubDate>Sun, 12 Jun 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Mon, 13 Jun 2022 07:59:22 -0700</atom:modified><guid>https://worldofzero.com/videos/exploring-maui-multiplatform-apps-built-with-net/</guid><description>.NET MAUI is an open-source framework for building multiplatform user interfaces that can reuse code across iOS, Android, MacOS and Windows!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/j5sABIopLl8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>livecode</category></item><item><title>Handling 3rd Person Camera Physics with SphereCast's</title><link>https://worldofzero.com/videos/handling-3rd-person-camera-physics-with-spherecasts/</link><pubDate>Sat, 04 Jun 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 04 Jun 2022 09:14:38 -0700</atom:modified><guid>https://worldofzero.com/videos/handling-3rd-person-camera-physics-with-spherecasts/</guid><description>Hello again internet! Let&amp;rsquo;s dive into how to manage camera physics in your third person cameras using SphereCasts.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Cfcr7FtbYQo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category><category>livecode</category></item><item><title>Learn to Build Your Own Games with Unity 3D and C#</title><link>https://worldofzero.com/posts/msreactor-building-flappy-cube/</link><pubDate>Wed, 22 Dec 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 06 Nov 2022 14:28:54 -0800</atom:modified><guid>https://worldofzero.com/posts/msreactor-building-flappy-cube/</guid><description>Game development can be a really fun way to combine your creative and technical skills to build fun and original experiences!</description><dc:creator>Sam Wronski</dc:creator><category>unity3d</category><category>tutorial</category><category>livecode</category><category>dotnet</category><category>csharp</category><category>microsoft reactor</category></item><item><title>Creating a Quick Custom Profile in the Windows Terminal</title><link>https://worldofzero.com/videos/creating-a-quick-custom-profile-in-the-windows-terminal/</link><pubDate>Wed, 06 Oct 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 07 Oct 2021 08:30:46 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-a-quick-custom-profile-in-the-windows-terminal/</guid><description>The Windows Terminal allows you to run any number of different profiles. Some of the defaults that you might see pre-configured include things like PowerShell and Command Prompt, but you can introduce your own profiles to the Windows Terminal to fit your needs!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/DGNG9FYkkFE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>windows</category><category>powershell</category><category>shell</category></item><item><title>Exploring How to Write Custom Pixel Shaders for the Windows Terminal</title><link>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</link><pubDate>Wed, 06 Oct 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 07 Oct 2021 08:30:46 -0700</atom:modified><guid>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</guid><description>The Windows Terminal is a new terminal for Windows that allows you to run PowerShell, Command Prompt, the Azure Command Shell or any other terminal environment.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YF50axsb-cA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category><category>windows</category></item><item><title>Creating a Stepped Gradient Shader in Unity</title><link>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</link><pubDate>Tue, 20 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 11 Aug 2021 10:00:06 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</guid><description>Let&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_CNfrFk7r98/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Supporting Grid Rendering - LINQ for Unity - Part 3</title><link>https://worldofzero.com/videos/supporting-grid-rendering-linq-for-unity-part-3/</link><pubDate>Sat, 17 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 20 Jul 2021 01:30:00 -0700</atom:modified><guid>https://worldofzero.com/videos/supporting-grid-rendering-linq-for-unity-part-3/</guid><description>Unity&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/oKwDx4sDSHQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Using AnimatedValues in Custom Unity Editors</title><link>https://worldofzero.com/videos/using-animatedvalues-in-custom-unity-editors/</link><pubDate>Sun, 11 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 11 Jul 2021 11:02:14 -0700</atom:modified><guid>https://worldofzero.com/videos/using-animatedvalues-in-custom-unity-editors/</guid><description>When working with the Unity editor it can be useful to animate the movement of a value from one place to the next.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/jfhCaijXm6M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>unity3d</category></item><item><title>Demoing the Tool and Adding Command History - LINQ for Unity Stream - Part 2</title><link>https://worldofzero.com/videos/demoing-the-tool-and-adding-command-history-linq-for-unity-stream-part-2/</link><pubDate>Fri, 09 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 11 Jul 2021 11:02:14 -0700</atom:modified><guid>https://worldofzero.com/videos/demoing-the-tool-and-adding-command-history-linq-for-unity-stream-part-2/</guid><description>Another VOD from the World of Zero Twitch development stream. This is a demo of some of the work that&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/DkHth2N2-vg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livestream</category><category>livecode</category><category>csharp</category><category>dotnet</category></item><item><title>Improving Object References - LINQ for Unity Stream - Part 1</title><link>https://worldofzero.com/videos/improving-object-references-linq-for-unity-stream-part-1/</link><pubDate>Thu, 24 Jun 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 25 Jun 2021 01:58:05 -0700</atom:modified><guid>https://worldofzero.com/videos/improving-object-references-linq-for-unity-stream-part-1/</guid><description>LINQ for Unity is a new tool I&amp;rsquo;m building that allows you to run C# queries, typically LINQ, that you can then use to modify objects in your scenes easily.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2gdETd_2ryc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category></item><item><title>Building a Tree-Based Calculator in C#</title><link>https://worldofzero.com/videos/building-a-tree-based-calculator-in-c/</link><pubDate>Thu, 27 May 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 28 May 2021 10:31:36 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-tree-based-calculator-in-c/</guid><description>Let&amp;rsquo;s explore a calculator that can solve a variety of equations dynamically. We&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/V2KwrmjNIrY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Implementing Scene Switching - An Elevator Between Scenes - Part 2</title><link>https://worldofzero.com/videos/implementing-scene-switching-an-elevator-between-scenes-part-2/</link><pubDate>Fri, 23 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 24 Apr 2021 09:57:59 -0700</atom:modified><guid>https://worldofzero.com/videos/implementing-scene-switching-an-elevator-between-scenes-part-2/</guid><description>Continuing our elevator and asynchronous scene management system development let&amp;rsquo;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 &amp;ldquo;floors&amp;rdquo; we&amp;rsquo;ll be transitioning between.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/hr6ox4bg3Ow/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category><category>game</category></item><item><title>Let's Make a Lazy String Parser in C#</title><link>https://worldofzero.com/videos/lets-make-a-lazy-string-parser-in-c/</link><pubDate>Wed, 21 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 21 Apr 2021 09:49:56 -0700</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-lazy-string-parser-in-c/</guid><description>Let&amp;rsquo;s create a quick string parsing script that can read a long string and return a delimited set of results (we&amp;rsquo;ll be finding words).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/pauxOqYU038/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category><category>tutorial</category></item><item><title>Using Generic Type Aliases in C#</title><link>https://worldofzero.com/videos/using-generic-type-aliases-in-c/</link><pubDate>Tue, 20 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 20 Apr 2021 05:07:02 -0700</atom:modified><guid>https://worldofzero.com/videos/using-generic-type-aliases-in-c/</guid><description>C# includes a feature that allows you to use the using keyword to define aliases for different types or namespaces in your code.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/48jSjqhevw4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Animating the Elevator - An Elevator Between Scenes - Part 1</title><link>https://worldofzero.com/videos/animating-the-elevator-an-elevator-between-scenes-part-1/</link><pubDate>Wed, 07 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 08 Apr 2021 09:58:04 -0700</atom:modified><guid>https://worldofzero.com/videos/animating-the-elevator-an-elevator-between-scenes-part-1/</guid><description>Let&amp;rsquo;s start a new project that allows us to load scenes using riding an elevator as the transition. To start with we&amp;rsquo;ll be building the animation controlling the opening and closing of the elevator doors.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/96iaO7kl2Xg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category></item><item><title>Building a Flag Shader for the Windows Terminal</title><link>https://worldofzero.com/posts/pride-windows-terminal/</link><pubDate>Sun, 04 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 04 Apr 2021 17:12:00 -0700</atom:modified><guid>https://worldofzero.com/posts/pride-windows-terminal/</guid><description>Flags! But in your Terminal with Shaders.
Getting Started Enabling Shaders in Your Terminal There is currently an experimental feature in the Windows Terminal that allows you to assign a HLSL shader to your terminal to customize its appearance.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/shadertoy/trans-pride-shader.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>windows</category><category>tools</category><category>opensource</category><category>tip</category><category>shell</category><category>shader</category></item><item><title>Using ContextMenu and ContextMenuItem in Unity 3D</title><link>https://worldofzero.com/videos/using-contextmenu-and-contextmenuitem-in-unity-3d/</link><pubDate>Sun, 28 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 28 Mar 2021 08:19:58 +0000</atom:modified><guid>https://worldofzero.com/videos/using-contextmenu-and-contextmenuitem-in-unity-3d/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/GKG-vUFt3D4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Learning Async Unity Scene Loading</title><link>https://worldofzero.com/videos/learning-async-unity-scene-loading/</link><pubDate>Fri, 19 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 20 Mar 2021 08:16:09 +0000</atom:modified><guid>https://worldofzero.com/videos/learning-async-unity-scene-loading/</guid><description>I&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Oq2ytDvHTYM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>tutorial</category></item><item><title>Quickly Trim Video Snippets on the Command Line with FFmpeg</title><link>https://worldofzero.com/videos/quickly-trim-video-snippets-on-the-command-line-with-ffmpeg/</link><pubDate>Thu, 11 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Mar 2021 08:17:15 +0000</atom:modified><guid>https://worldofzero.com/videos/quickly-trim-video-snippets-on-the-command-line-with-ffmpeg/</guid><description>FFmpeg is an open source tool that allows you to edit, encode, decode, transcode and more audio or video from your command line.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Cg2omJAOH30/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>tutorial</category><category>tools</category><category>shell</category><category>opensource</category></item><item><title>Quickly Edit Streams with the FFmpeg CLI</title><link>https://worldofzero.com/posts/editing-streams-with-ffmpeg-cli/</link><pubDate>Tue, 09 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 17 Apr 2022 13:03:32 -0700</atom:modified><guid>https://worldofzero.com/posts/editing-streams-with-ffmpeg-cli/</guid><description>FFmpeg is a tool that helps you work with audio and visual files. It can significantly improve the speed of quick edits to a video or stream by editing a copy of the original instead of re-encoding your entire video.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/tutorials/ffmpeg-cli-stream-edit.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>tools</category><category>tip</category><category>tutorial</category></item><item><title>Correcting Lighting on our Grid Snapped Vertex Shader with Geometry Shaders</title><link>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</link><pubDate>Sat, 20 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 21 Feb 2021 09:39:57 -0800</atom:modified><guid>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</guid><description>Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we&amp;rsquo;re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VC-v874C5xQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>unity3d</category><category>tutorial</category></item><item><title>A World Space Grid Snapped Shader</title><link>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</link><pubDate>Fri, 12 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 13 Feb 2021 08:15:12 +0000</atom:modified><guid>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</guid><description>Expanding upon our exploration of a shader that snaps vertices to a grid. This time we&amp;rsquo;re moving things into world space!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4xR46-YI828/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>What Happens When You Snap Vertices To A Grid?</title><link>https://worldofzero.com/videos/what-happens-when-you-snap-vertices-to-a-grid/</link><pubDate>Wed, 10 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Feb 2021 08:15:50 +0000</atom:modified><guid>https://worldofzero.com/videos/what-happens-when-you-snap-vertices-to-a-grid/</guid><description>In this video I get to play with madness. We&amp;rsquo;ll be exploring what happens if you try to &amp;ldquo;pixelate&amp;rdquo; a 3D mesh using a vertex shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/e8NItqF_9hQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>livecode</category></item><item><title>Using the PowerToys Color Picker</title><link>https://worldofzero.com/posts/powertoys-color-picker/</link><pubDate>Tue, 02 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 18 Feb 2021 00:24:15 -0800</atom:modified><guid>https://worldofzero.com/posts/powertoys-color-picker/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><category>windows</category><category>tools</category><category>opensource</category><category>tip</category></item><item><title>Pseudo-Random Colors with Hashed Strings</title><link>https://worldofzero.com/videos/pseudo-random-colors-with-hashed-strings/</link><pubDate>Fri, 22 Jan 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 22 Jan 2021 08:43:05 +0000</atom:modified><guid>https://worldofzero.com/videos/pseudo-random-colors-with-hashed-strings/</guid><description>In this video we&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/BHtKrZSuZMk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>livecode</category><category>tutorial</category></item><item><title>Live Coding a Basic 6 Degree of Freedom Flight Controller</title><link>https://worldofzero.com/videos/live-coding-a-basic-6-degree-of-freedom-flight-controller/</link><pubDate>Fri, 15 Jan 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/live-coding-a-basic-6-degree-of-freedom-flight-controller/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/sCSnitP6xPo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category><category>unity3d</category></item><item><title>Rotation Math Tricks - Using Unity's Quaternion Operators</title><link>https://worldofzero.com/videos/rotation-math-tricks-using-unitys-quaternion-operators/</link><pubDate>Tue, 12 Jan 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/rotation-math-tricks-using-unitys-quaternion-operators/</guid><description>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&amp;rsquo;s rotation or multiple two quaternions together in order to add the two rotations they represent together.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/O4qPd5kdjgc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tip</category></item><item><title>Learning to Deserialize YAML in C# with YamlDotNET</title><link>https://worldofzero.com/videos/learning-to-deserialize-yaml-in-c-with-yamldotnet/</link><pubDate>Tue, 05 Jan 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/learning-to-deserialize-yaml-in-c-with-yamldotnet/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/KXj5pAzmka8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>tutorial</category><category>livecode</category></item><item><title>Detecting Objects with Raycasts in Unity3D</title><link>https://worldofzero.com/videos/detecting-objects-with-raycasts-in-unity3d/</link><pubDate>Fri, 04 Dec 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 29 Jun 2022 15:51:13 -0700</atom:modified><guid>https://worldofzero.com/videos/detecting-objects-with-raycasts-in-unity3d/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vqc9f7HU-Vc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>csharp</category><category>dotnet</category></item><item><title>Building worldofzero.com - Improved Video Descriptions</title><link>https://worldofzero.com/videos/building-worldofzerocom-improved-video-descriptions/</link><pubDate>Sat, 21 Nov 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-worldofzerocom-improved-video-descriptions/</guid><description>I&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/NxQv5N91bQg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Implementing C# Extension Methods</title><link>https://worldofzero.com/videos/implementing-c-extension-methods/</link><pubDate>Fri, 20 Nov 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/implementing-c-extension-methods/</guid><description>In C# Extension Methods provide a way to add additional functionality onto a type that you have created or imported into your project.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/nxyabkSlQW4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Creating Custom GitHub Issue Templates</title><link>https://worldofzero.com/videos/creating-custom-github-issue-templates/</link><pubDate>Mon, 16 Nov 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/creating-custom-github-issue-templates/</guid><description>In order to create more accessible open source projects GitHub has introduced templates for Issues and Pull Requests to help improve the clarity and quality of new issues and open pull requests.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/nKvvdoAjqG4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>opensource</category><category>tutorial</category></item><item><title>Enable Font Ligatures in VS Code</title><link>https://worldofzero.com/posts/enable-font-ligatures-vscode/</link><pubDate>Sat, 14 Nov 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 18 Nov 2020 23:21:52 -0800</atom:modified><guid>https://worldofzero.com/posts/enable-font-ligatures-vscode/</guid><description>Font ligatures combine multiple characters into a single unique character. Some fonts provide ligatures specifically for software development.
Some free fonts that support ligatures are:</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/tutorials/font-ligatures.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>tools</category><category>tip</category><category>tutorial</category></item><item><title>Experimenting with Obstacle Avoidance in Unity 3D</title><link>https://worldofzero.com/videos/experimenting-with-obstacle-avoidance-in-unity-3d/</link><pubDate>Fri, 25 Sep 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/experimenting-with-obstacle-avoidance-in-unity-3d/</guid><description>Lets explore building a self steering ship that can automatically move out of the way of obstacles in it&amp;rsquo;s path.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/SVazwHyfB7g/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Exploring Top-Level Programs in C# 9</title><link>https://worldofzero.com/videos/exploring-top-level-programs-in-c-9/</link><pubDate>Tue, 22 Sep 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-top-level-programs-in-c-9/</guid><description>Top-Level Programs is a new feature being introduced in C# 9.0 that significantly simplifies certain C# programs and allows you to remove almost all of the boilerplate code from them.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/uxxROAx6MMU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category><category>tutorial</category><category>tip</category></item><item><title>Starting to Setup the Components - Day 1 - Building a Health Dashboard</title><link>https://worldofzero.com/videos/starting-to-setup-the-components-day-1-building-a-health-dashboard/</link><pubDate>Wed, 01 Jul 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/starting-to-setup-the-components-day-1-building-a-health-dashboard/</guid><description>This July I&amp;rsquo;m trying something a bit different. We&amp;rsquo;re going to try to create complete projects each week of the month.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/eim3djMXLus/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>containers</category><category>livecode</category></item><item><title>Getting Started Building Pong in my Terminal - Pong in Bash - Part 1</title><link>https://worldofzero.com/videos/getting-started-building-pong-in-my-terminal-pong-in-bash-part-1/</link><pubDate>Wed, 24 Jun 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/getting-started-building-pong-in-my-terminal-pong-in-bash-part-1/</guid><description>I&amp;rsquo;ve been exploring a few of the fun ways you can write text to a terminal. One of the more interesting commands available for this is tput.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/fEtcGFEiuQM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>bash</category><category>shell</category><category>tutorial</category></item><item><title>Getting Started with Pathfinding using Dijkstra's Algorithm</title><link>https://worldofzero.com/videos/getting-started-with-pathfinding-using-dijkstras-algorithm/</link><pubDate>Wed, 24 Jun 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/getting-started-with-pathfinding-using-dijkstras-algorithm/</guid><description>Lets explore pathfinding by implementing Dijkstra&amp;rsquo;s Algorithm. Dijkstra&amp;rsquo;s Algorithm is a pathfinding algorithm that works by calculating the distance from any node in a graph to a target node.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/KGUY2BpC72c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Building the Idea Wheel Prototype - OBS Overlay - From Live Stream</title><link>https://worldofzero.com/videos/building-the-idea-wheel-prototype-obs-overlay-from-live-stream/</link><pubDate>Wed, 17 Jun 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-the-idea-wheel-prototype-obs-overlay-from-live-stream/</guid><description>Recently in a live stream we built &amp;ldquo;The Topic Wheel&amp;rdquo;/&amp;ldquo;Idea Wheel&amp;rdquo; with the goal being to create an interactive element for a stream that could display any number of options and select one of them.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/CBNO-8OS3wU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>livecode</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Using Command Prompt to Create a Symbolic Link on Windows</title><link>https://worldofzero.com/videos/using-command-prompt-to-create-a-symbolic-link-on-windows/</link><pubDate>Wed, 17 Jun 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-command-prompt-to-create-a-symbolic-link-on-windows/</guid><description>Symbolic Links allow you to create a reference in your file system to another file or directory. This allows you to reference the same file in multiple places without having to physically copy it into each place.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/w2gxWTOPw7U/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shell</category><category>tutorial</category></item><item><title>Using PowerShell to Create a Symbolic Link on Windows</title><link>https://worldofzero.com/videos/using-powershell-to-create-a-symbolic-link-on-windows/</link><pubDate>Wed, 17 Jun 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-powershell-to-create-a-symbolic-link-on-windows/</guid><description>Symbolic Links allow you to create a reference in your file system to another file or directory. This allows you to reference the same file in multiple places without having to physically copy it into each place.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_VnONfOgP8M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>powershell</category><category>shell</category></item><item><title>My Time Learning Containerized Developer Environments - Live Stream</title><link>https://worldofzero.com/videos/my-time-learning-containerized-developer-environments-live-stream/</link><pubDate>Thu, 28 May 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/my-time-learning-containerized-developer-environments-live-stream/</guid><description>Earlier this week we explored remote container environments for development that allow you to install, run and debug your development environments inside of isolated containers.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/15RQvWhbddE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>containers</category><category>livestream</category><category>livecode</category></item><item><title>Building The Minefield Game Board - From Live Stream</title><link>https://worldofzero.com/videos/building-the-minefield-game-board-from-live-stream/</link><pubDate>Sun, 17 May 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-the-minefield-game-board-from-live-stream/</guid><description>Recently I&amp;rsquo;ve been live streaming some larger projects on Twitch. We&amp;rsquo;ve been building out a new version of worldofzero.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/CBFVvpzEcwY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>livecode</category><category>unity3d</category><category>test</category><category>codehealth</category><category>csharp</category><category>dotnet</category></item><item><title>Installing Nyancat using the .NET CLI</title><link>https://worldofzero.com/videos/installing-nyancat-using-the-net-cli/</link><pubDate>Wed, 13 May 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/installing-nyancat-using-the-net-cli/</guid><description>The .NET CLI includes the ability to install additional developer tools like powershell. This is a powerful feature that enables you to add tools to your developer environment without leaving your terminal.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/uzaFeSxM32k/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>shell</category><category>tutorial</category></item><item><title>My .STL Generator Breaks in Germany (and other countries), Lets Fix That</title><link>https://worldofzero.com/videos/my-stl-generator-breaks-in-germany-and-other-countries-lets-fix-that/</link><pubDate>Wed, 13 May 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/my-stl-generator-breaks-in-germany-and-other-countries-lets-fix-that/</guid><description>A few weeks ago one of you left a comment on an older video of mine that built a 3D Model exporter into Unity.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/3GQdDiym1V0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category><category>debugging</category><category>opensource</category><category>3d printing</category><category>unity3d</category></item><item><title>Building OBS Overlay's in Unity 3D</title><link>https://worldofzero.com/videos/building-obs-overlays-in-unity-3d/</link><pubDate>Wed, 29 Apr 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-obs-overlays-in-unity-3d/</guid><description>OBS (Open Broadcasting Software) is a tool for recording your screen and other sources to create lets plays, live streams and more.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/940uUL0Nvwc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>web</category></item><item><title>An Appendable List with Operator Overloading</title><link>https://worldofzero.com/videos/an-appendable-list-with-operator-overloading/</link><pubDate>Thu, 09 Apr 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/an-appendable-list-with-operator-overloading/</guid><description>C# supports operator overloading as a language feature. This enables you to modify the behavior of a variety of operators in your classes.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vavFf1Qiz20/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category></item><item><title>Exploring Operator Overloading a Custom String Type</title><link>https://worldofzero.com/videos/exploring-operator-overloading-a-custom-string-type/</link><pubDate>Thu, 09 Apr 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-operator-overloading-a-custom-string-type/</guid><description>I have a really, really bad idea. I&amp;rsquo;d like to create a string that can be appended to or prepended to using custom operators.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/yhzBaeroj2o/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>I'm Learning Moq - A .NET Mocking Framework for Unit Tests</title><link>https://worldofzero.com/videos/im-learning-moq-a-net-mocking-framework-for-unit-tests/</link><pubDate>Thu, 02 Apr 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/im-learning-moq-a-net-mocking-framework-for-unit-tests/</guid><description>Mocking describes a feature in programming that allows you to replace the functionality of an object with a blank version of itself or provide your own functionality in its place.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/EJZ2xWGfFQw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>test</category><category>codehealth</category><category>livecode</category></item><item><title>Solving FizzBuzz with C#'s Pattern Matching Switch Statements</title><link>https://worldofzero.com/videos/solving-fizzbuzz-with-cs-pattern-matching-switch-statements/</link><pubDate>Tue, 31 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/solving-fizzbuzz-with-cs-pattern-matching-switch-statements/</guid><description>Pattern Matching was introduced into C# a few years ago and I&amp;rsquo;ve not really been able to integrate it into my projects.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/68ko-chyM2E/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Introducing Testing into our Platformer</title><link>https://worldofzero.com/videos/introducing-testing-into-our-platformer/</link><pubDate>Wed, 25 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/introducing-testing-into-our-platformer/</guid><description>Previously we had looked into providing an abstraction layer over our character controller to allow us to build modular pieces instead of a single monolithic character controller.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/MVllsatsW5A/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>test</category><category>unity3d</category><category>dotnet</category></item><item><title>An Abstraction of our Character Controller</title><link>https://worldofzero.com/videos/an-abstraction-of-our-character-controller/</link><pubDate>Tue, 24 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/an-abstraction-of-our-character-controller/</guid><description>Lets take a look at building an abstraction over a character controller in our 2D platforming game. The goal of this refactoring and abstraction pattern is to improve the testability and modularity of the character controller.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/emzftWxwS1c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>test</category><category>codehealth</category><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Customize Unity Editor Generated Scripts - Quick Tip</title><link>https://worldofzero.com/videos/customize-unity-editor-generated-scripts-quick-tip/</link><pubDate>Tue, 24 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/customize-unity-editor-generated-scripts-quick-tip/</guid><description>You can modify the default scripts Unity generates for you when you use create new MonoBehaviors from inside the editor, generate new Tests or Shaders.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Q06cjdgWGmg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Exploring a Trochoidal Wave Shader</title><link>https://worldofzero.com/videos/exploring-a-trochoidal-wave-shader/</link><pubDate>Fri, 20 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-a-trochoidal-wave-shader/</guid><description>Let&amp;rsquo;s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/moR3wly4S5Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>livecode</category></item><item><title>Building Coyote Time in a 2D Platformer</title><link>https://worldofzero.com/videos/building-coyote-time-in-a-2d-platformer/</link><pubDate>Tue, 17 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-coyote-time-in-a-2d-platformer/</guid><description>Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/8GUKmvzRoMA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livecode</category><category>debugging</category><category>csharp</category><category>dotnet</category></item><item><title>Using Debug.DrawLine and Debug.DrawRay to Visually Debug Unity 3D - Quick Tip</title><link>https://worldofzero.com/videos/using-debugdrawline-and-debugdrawray-to-visually-debug-unity-3d-quick-tip/</link><pubDate>Tue, 17 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-debugdrawline-and-debugdrawray-to-visually-debug-unity-3d-quick-tip/</guid><description>Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/USwrSUpIgLI/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>debugging</category><category>tutorial</category></item><item><title>Generating Gates - Sand Table - Part 2</title><link>https://worldofzero.com/videos/generating-gates-sand-table-part-2/</link><pubDate>Fri, 13 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/generating-gates-sand-table-part-2/</guid><description>Continuing our development of the Sand Table prototype project we&amp;rsquo;re going to add gates. We&amp;rsquo;ll build two components for this.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YHNhL5lfur0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Loading Levels From Textures in Unity 3D</title><link>https://worldofzero.com/videos/loading-levels-from-textures-in-unity-3d/</link><pubDate>Thu, 12 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/loading-levels-from-textures-in-unity-3d/</guid><description>Lets explore using a Texture2D as a way to represent tilemapped 2D levels. This gives us a way to easily draw levels in paint, photoshop or other image editing software and import it easily into Unity.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2qddAaZ9gZc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Importing .NET Libraries Into Unity 3D</title><link>https://worldofzero.com/videos/importing-net-libraries-into-unity-3d/</link><pubDate>Tue, 10 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/importing-net-libraries-into-unity-3d/</guid><description>You can import .NET Libraries into Unity in order to expose additional functionality in your game. In this video we&amp;rsquo;re going to build a basic demonstration of this feature by creating a brand new .</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/m5Ls_NUChMk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Using Start-Process to Start an Admin Powershell Instance - Quick Tip</title><link>https://worldofzero.com/videos/using-start-process-to-start-an-admin-powershell-instance-quick-tip/</link><pubDate>Tue, 03 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-start-process-to-start-an-admin-powershell-instance-quick-tip/</guid><description>You may start an Administrative Powershell from a separate shell by using the -Verb RunAs parameter like this:</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/ViIS6wFkWxc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>powershell</category><category>shell</category></item><item><title>Runtime C# Scripting in Unity UI - The Roslyn Compiler in Unity</title><link>https://worldofzero.com/videos/runtime-c-scripting-in-unity-ui-the-roslyn-compiler-in-unity/</link><pubDate>Fri, 28 Feb 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/runtime-c-scripting-in-unity-ui-the-roslyn-compiler-in-unity/</guid><description>Lets integrate the .NET Roslyn compiler into a Unity game so we can run basic scripts at runtime. This will allow us to write new C# code into a Unity UI object like a Text Box and then execute it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/FuZHnpgntEI/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>unity3d</category><category>csharp</category></item><item><title>Runtime C# Scripting - Embedding the .NET Roslyn Compiler in Unity</title><link>https://worldofzero.com/videos/runtime-c-scripting-embedding-the-net-roslyn-compiler-in-unity/</link><pubDate>Fri, 21 Feb 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/runtime-c-scripting-embedding-the-net-roslyn-compiler-in-unity/</guid><description>I&amp;rsquo;ve been experimenting with embedding Roslyn (the .NET compiler) into Unity. Here is what I&amp;rsquo;ve built so far.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YtzYkoWhrTk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Exploring Gui.cs - Custom Terminal UI's in .NET</title><link>https://worldofzero.com/videos/exploring-guics-custom-terminal-uis-in-net/</link><pubDate>Thu, 20 Feb 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-guics-custom-terminal-uis-in-net/</guid><description>Gui.cs is a library put together by Miguel de Icaza that allows you to compose complex Terminal UI&amp;rsquo;s using a collection of View components such as Windows, Buttons, ListViews or Labels.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/sVYiDboAe_E/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>shell</category><category>tutorial</category></item><item><title>Creating and Deleting Highscores - Online Highscores - Part 2</title><link>https://worldofzero.com/videos/creating-and-deleting-highscores-online-highscores-part-2/</link><pubDate>Wed, 05 Feb 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/creating-and-deleting-highscores-online-highscores-part-2/</guid><description>Continuing our creation of an online highscores service, today we&amp;rsquo;re building the ability to put new scores into our highscores list and also delete them.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/eHUaG94fJvE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>asp.net</category><category>dotnet</category><category>csharp</category><category>livecode</category></item></channel></rss>