Welcome back! In this video we’re going to pick back up the work we started months ago on the Game Jolt API.
Visual Studio is now 20 years old and the next generation of C# has also recently been released. We’re going to explore two of the features I’ve been most excited about in C# 7: Tuples and Pattern Matching!
We’re finally there! Time to add the marching squares algorithm to our voxel terrain. Unlike our previous implementation marching squares is going to look at the four nearest points in our quadtree and treat them as vertices.
Software development is a constant cycle of creating really cool new things and fixing really broken old things. This video is all about the later.
In this video we’re going to be implementing a Generic Object Pool. Object Pooling is a design pattern focused on removing expensive operations such as instantiation or deletion of objects and instead relying upon a constant “pool” of objects which can be activated or deactivated as needed without needing to actually create new ones.
Time for our asteroids to get physical! In this video we’re going to be moving beyond the simple instanced rendering methods we’ve been using previously and start actually creating real physical asteroids when we get close.
Let’s align our planet shader a bit more with the style of our game. We’re aiming for a low poly style, the fairly common style of indie game devs lately.
We’re going to continue work on our World of Zero Arcade project. More controller work specifically. In this video we’ll be looking into adding markers to our globe so you can select where you are in the world.
Welcome to the World of Zero Arcade, or what is going to become the World of Zero Arcade. This project is going to happen in a number of parts.
We’ve already built an asteroid ring shader to handle rendering the rings of a planet at large distances. What about close distances though?
Time to start adding some color to our voxel terrain! In this video we’re going to use a shader to apply 3 unique textures to our voxels.
There are two ways to accomplish a low poly, flat style in 3D graphics. The first is to modify the smoothing on the mesh so that normal’s aren’t smoothed out.
We were in an interesting spot after the last video. Things hadn’t gone exactly according to plan. We’re going to fix that in this video and also start work on texturing our low poly shader.
Our next project is going to be something really fun. We’re going to be taking advantage of the new Beam FTL streaming protocol which gets around 0.
Today we’re going to try something a little different! Lets explore building 3D models using the included tools in the Windows 10 Creators Update and see how useful these tools are for our game development needs.
It’s time for some optimization of our quadtree. We’re going to focus on consolidating adjacent nodes that have similar values.
Today we’re going to be designing and implementing an algorithm which can be used to insert data into our quadtree using some sort of conditional logic.
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.
Last time we were generating Primitives using the built in Unity feature so that we could easily generate a Quad for every node in our voxel quadtree.
Time to dig into some custom lighting in Unity’s Surface Shaders. We’re going to be looking at how to cast shadows onto our planet ring shader, a transparent shader which normally would not have shadows.