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.
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.
Time to put something in our quadtree. We’re going to build two scripts in this video. The first will be one of potentially many “generators” which insert data into our quadtree.
Time for a new and longer project. We’re going to be building a voxel terrain system so we can replicate the kind of terrain destruction you’d get in games like Worms.
You work at a restaurant on a a foreign planet. Your manager demands that all change be dispensed precisely and that it always be given with the least number of coins possible.
Asteroids VR needs an asteroid belt so we’re going to make one! In this video we’re going to begin work on our basic ring shader which will be used for drawing the planetary ring of asteroids at a long distance.
Let’s make our binary clock tick! In this video we’re going to put the pieces we’ve developed over the previous episodes together and actually make our clock.
Time to get back to our binary clock. In this episode we’re going to be looking into some core level computer science stuff: how to convert an decimal integer value into it’s binary component parts.
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.