Let’s make a Binary Clock app for the universal windows platform. By the end of this series we’ll have a binary clock we can deploy to an Xbox, Windows Phone, Windows desktop and even a Raspberry Pi or Hololens.
This is part 4 of Data Sphere. Due to some complications in the recording process this is a private video that you’ll only be able to find in a few links and playlists.
Time to finish off our experiment into mesh displacement. We’re going to update our tessellation shader to actually take advantage of the displacement map we developed in the previous video.
In order to dynamically modify our mesh with a displacement map we’ll need an actual displacement map. We already are generating the texture but it’s just a boring black.
In this 3 Part series we’ll look into modifying the deformable mesh we created in a previous video (https://www.
Today we’re looking into exploring bullet physics. Specifically how to simulate a rigidbody driven projectile. In this video we’re going to solve that problem with a simple and expandable solution that you can tweak to fit any game style you want.
Time for the fun part! In this video we’re going to create a very simple plugin in .NET Core that will allow us to send data directly to Unity using the TCP Client we created last video.
This video is a mess. We’ll start by attempting to investigate named pipes in Unity. Turns out those aren’t really a very good option.
Enter Data Sphere. A new project with a microservice based design all about visualizing data. The design uses Unity’s Particle System to drive the visualization and will use separate applications to deliver the data.
Returning once more to our dining philosophers and their ponderous feast. We left them starving having been deadlocked without the utility to eat.
It’s time to open up Mecanim and work on getting our thruster animated. We have two major parts to animate right now fans in the center of the thruster and the iris opening at the bottom.
An Octree is a 3D data structure best used for storing objects based on their 3D positions. They are used in a lot of really cool technology and form the backbone for things like Voxel renderers.
Time to start working on deforming our dynamically generated mesh. We’re going to be working on a physical simulation that deforms the mesh when things hit it.
Time to jump into some of the fun sides of 3D Graphics! In this video we’re going to be figuring out how to build a 3D Plane in Unity with a given number of subsections.
It’s winter and that means snow. Supposedly we’re going to be seeing a bit of snow here so let’s make a snow particle system.
The grappling hook is now fully functional after a bit of trial and error and a computer crash which caused a bit of a gap in development.
Grappling Hooks were recently added to Asteroids VR so I took some time to explore what you could do with this.
Extending where we left our rope simulation it’s time to dive into the new LineRenderer added to Unity 5.
Unity has a number of different joints and other ways to connect Rigidbodies (Spring’s come to mind). We’re going to be exploring how to take advantage of those offerings in order to build a 3D physically simulated rope that we can attach to our grapple gun and eventually swing around space with.
The last time we explored animating our Fractal Shader we had a problem. Our code was not elegant and was very difficult to keep updated.