https://i.ytimg.com/vi/b4utgRuIekk/mqdefault.jpg
The Magic Revealing Flashlight Shader
· ☕ 1 min read
Let’s make a revealing shader that is normally blank and full transparent, but when you shine a light on it becomes revealed.

https://i.ytimg.com/vi/KCKN44-dMOY/mqdefault.jpg
Creating a Triplanar Shader - Asteroids VR
· ☕ 1 min read
Asteroid’s VR needs a triplanar shader for its asteroids so we’re going to make one. Specifically we’re going to look at how to handle the projection onto a mesh without using UV’s.

https://i.ytimg.com/vi/3SmN91CC970/mqdefault.jpg
I've Got An Arduino And No Clue How To Use It - Data Cube - Part 1
· ☕ 1 min read
Introducing Data Cube, the spiritual successor to Data Sphere. A data visualization project. Data Cube is going to use an Arduino and four meters of LED’s to create a 3D visualization of online social interactions.

https://i.ytimg.com/vi/NKNk1fNH_bs/mqdefault.jpg
Getting Started With Xamarin
· ☕ 1 min read
We have a relatively complete Binary Clock app running in UWP. Let’s take advantage of Xamarin to start working on bringing this app to other platforms.

https://i.ytimg.com/vi/PQucU3VFiBA/mqdefault.jpg
Pattern Matching and Tuples in Visual Studio 2017 and C# 7
· ☕ 2 min read
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!

https://i.ytimg.com/vi/KngA-rV4H9w/mqdefault.jpg
Implementing Marching Squares - Lets Make 2D Voxel Terrain - Part 11
· ☕ 2 min read
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.

https://i.ytimg.com/vi/X9Tqng-g2DQ/mqdefault.jpg
Creating an Object Pool - Lets Make an Asteroid Belt- Part 6
· ☕ 2 min read
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.

https://i.ytimg.com/vi/zZmo0Az0SVg/mqdefault.jpg
Physical Asteroid LODs - Lets Make an Asteroid Belt - Part 5
· ☕ 2 min read
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.

https://i.ytimg.com/vi/QHdTUyIOvVg/mqdefault.jpg
Marking the Globe - World of Zero Arcade- Part 2
· ☕ 2 min read
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.

https://i.ytimg.com/vi/fOM--ytUjV4/mqdefault.jpg
Making Sumo Splash - Let's Make an Arcade Game
· ☕ 2 min read
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.