<?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>csharp on World of Zero</title><link>https://worldofzero.com/tags/csharp/</link><description>Recent content in csharp 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><lastBuildDate>Tue, 25 Nov 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://worldofzero.com/tags/csharp/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>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>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>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>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>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>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>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>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>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>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>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>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>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>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>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>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><item><title>Building Boids in Unity 3D</title><link>https://worldofzero.com/videos/building-boids-in-unity-3d/</link><pubDate>Thu, 23 Jan 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-boids-in-unity-3d/</guid><description>Boids are a type of basic AI that can simulate the flocking movement of birds using a few simple rules:</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_d8M3Y-hiUs/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>Calculating Dice Sides From A Mesh's Normals</title><link>https://worldofzero.com/videos/calculating-dice-sides-from-a-meshs-normals/</link><pubDate>Wed, 22 Jan 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/calculating-dice-sides-from-a-meshs-normals/</guid><description>Today I wanted to take a closer look at an older video where we built a dice roller that used Dot Products to determine which face on a dice was rolled.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/0Rnj7YQJfrc/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>Dynamic Game Speed - Unity Quick Tip</title><link>https://worldofzero.com/videos/dynamic-game-speed-unity-quick-tip/</link><pubDate>Tue, 21 Jan 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/dynamic-game-speed-unity-quick-tip/</guid><description>You are able to modify the speed of most objects, animations and physics using a single value: Time.timeScale. Modifying this value from it&amp;rsquo;s default (1) causes the game to run slower (values less than 1) or faster (values greater than 1).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/6zACdGL10Dc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>tutorial</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Prototyping the Sand Table - Sand Table - Part 1</title><link>https://worldofzero.com/videos/prototyping-the-sand-table-sand-table-part-1/</link><pubDate>Fri, 17 Jan 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/prototyping-the-sand-table-sand-table-part-1/</guid><description>I&amp;rsquo;ve recently moved into a new space and could use some furniture to help fill the space. I&amp;rsquo;d like to create some interesting objects that can help do that and this is the start of a test project to see what we can build.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/B4MU1_Ijo4k/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>Starting the Highscores Service - Online Highscores - Part 1</title><link>https://worldofzero.com/videos/starting-the-highscores-service-online-highscores-part-1/</link><pubDate>Fri, 03 Jan 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-the-highscores-service-online-highscores-part-1/</guid><description>Lets take a look at what is required to create an online highscore board for your Unity game. Throughout this project we&amp;rsquo;ll take a look at how to create a RESTful web-service, connect it to a database and then expose that web-service to your Unity game.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/U_2u_SeK10k/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><item><title>Platforming and Other Adventures from Live Stream</title><link>https://worldofzero.com/videos/platforming-and-other-adventures-from-live-stream/</link><pubDate>Tue, 15 Oct 2019 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/platforming-and-other-adventures-from-live-stream/</guid><description>Let&amp;rsquo;s build some fun projects together today. I&amp;rsquo;m hoping to work on the platforming of a platformer game and - if time permits - also work on some more MC Clone (a new Minecraft mod).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Z5WREogznj8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>livecode</category></item><item><title>Exploring Zenject - Learning how to use Dependency Injection in Unity</title><link>https://worldofzero.com/videos/exploring-zenject-learning-how-to-use-dependency-injection-in-unity/</link><pubDate>Tue, 24 Sep 2019 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-zenject-learning-how-to-use-dependency-injection-in-unity/</guid><description>Zenject is a Dependency Injection Container Framework built for .NET that is also compatible with Unity. Lets learn some of the basics of how to get Zenject setup and start injecting components.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/e0KWsizPYAw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>opensource</category></item><item><title>Using C#'s Yield Keyword</title><link>https://worldofzero.com/videos/using-cs-yield-keyword/</link><pubDate>Wed, 28 Aug 2019 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-cs-yield-keyword/</guid><description>C#&amp;rsquo;s Yield operator allows you to define enumerable sets which can be dynamically generated and are lazily evaluated. This enables a number of fun things that would be difficult otherwise such as infinite lists.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/bsZjfuTrPSA/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>Learning Unity's XR Input System</title><link>https://worldofzero.com/videos/learning-unitys-xr-input-system/</link><pubDate>Thu, 18 Jul 2019 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-unitys-xr-input-system/</guid><description>There are two ways to handle input in your VR games built with Unity. Right now we have used Unity&amp;rsquo;s Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_H0sYjDx4U0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>vr</category><category>xr</category><category>livecode</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Spinning In Circles and Other Mischief - Building Asteroids VR - Day 2</title><link>https://worldofzero.com/videos/spinning-in-circles-and-other-mischief-building-asteroids-vr-day-2/</link><pubDate>Wed, 17 Jul 2019 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/spinning-in-circles-and-other-mischief-building-asteroids-vr-day-2/</guid><description>Lets Build Asteroids VR! Specifically lets focus on rotation controls and other movement options like a grappling hook (and potentially more with time permitting).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/LeJTbgGmiNc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>vr</category><category>xr</category><category>livecode</category></item><item><title>Building Asteroids VR - Day 1</title><link>https://worldofzero.com/videos/building-asteroids-vr-day-1/</link><pubDate>Mon, 08 Jul 2019 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-asteroids-vr-day-1/</guid><description>Lets Build Asteroids VR this Weekend!
Asteroids VR is a recreation of the classic Asteroids style of game with a twist.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/XGOL0aZB66Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>vr</category><category>xr</category><category>livecode</category></item><item><title>Learning The .NET Core Command Line</title><link>https://worldofzero.com/videos/learning-the-net-core-command-line/</link><pubDate>Mon, 24 Jun 2019 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-the-net-core-command-line/</guid><description>How do you start a new .NET Core project from the command line? How do you learn how to use the commands and figure out what is available for you?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YkguKCDY6h8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>livecode</category><category>shell</category><category>powershell</category><category>tools</category><category>csharp</category><category>tutorial</category></item><item><title>Creating a Subchunk Spawner for Asteroids VR</title><link>https://worldofzero.com/videos/creating-a-subchunk-spawner-for-asteroids-vr/</link><pubDate>Thu, 06 Jun 2019 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-a-subchunk-spawner-for-asteroids-vr/</guid><description>Lets refactor the destruction system we built in a recent live stream. This lets us destroy &amp;ldquo;Asteroids&amp;rdquo; (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VaGI6j_4e7Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livecode</category><category>csharp</category><category>dotnet</category></item><item><title>Open Source Contributions and Other Projects</title><link>https://worldofzero.com/videos/open-source-contributions-and-other-projects/</link><pubDate>Mon, 03 Jun 2019 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/open-source-contributions-and-other-projects/</guid><description>Lets merge some of your contributions to the World of Zero Open Source projects at github.com/worldofzero
Special thanks to:</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/POVJ-QIyygE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livestream</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>opensource</category><category>git</category><category>vr</category><category>xr</category><category>livecode</category></item><item><title>Draw Debug Information in the Unity Editor with Gizmos - Quick Tip</title><link>https://worldofzero.com/videos/draw-debug-information-in-the-unity-editor-with-gizmos-quick-tip/</link><pubDate>Fri, 10 May 2019 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/draw-debug-information-in-the-unity-editor-with-gizmos-quick-tip/</guid><description>Unity makes it possible to draw simple debugging information in your scene and even in-game while using the Unity Editor using Gizmos.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/S7HfszIEAAY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>tutorial</category><category>csharp</category><category>debugging</category></item><item><title>Building and Drawing a Graph in Unity using Gizmos</title><link>https://worldofzero.com/videos/building-and-drawing-a-graph-in-unity-using-gizmos/</link><pubDate>Tue, 07 May 2019 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-and-drawing-a-graph-in-unity-using-gizmos/</guid><description>Unity&amp;rsquo;s Gizmos can be a really powerful way to debug your objects and relationships. In this video we&amp;rsquo;re going to be focusing on drawing a graph, a set of nodes and edges with unique characteristics.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/zdHvM6XU4rY/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>Live Coding Event Based GameObject Health in Unity</title><link>https://worldofzero.com/videos/live-coding-event-based-gameobject-health-in-unity/</link><pubDate>Wed, 03 Apr 2019 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-event-based-gameobject-health-in-unity/</guid><description>Lets make a component that can track a GameObject&amp;rsquo;s health in Unity and alert other subscribed objects when the health is changed.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/unRBfHyYgJ8/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></item><item><title>Mouse Following Top-Down Space Ship Controller</title><link>https://worldofzero.com/videos/mouse-following-top-down-space-ship-controller/</link><pubDate>Tue, 26 Mar 2019 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/mouse-following-top-down-space-ship-controller/</guid><description>Lets make a top down controller that plays a bit more nicely with the mouse. This will allow us to direct our ship by having it move towards the mouse instead of requiring the controller or keyboard input we have required up to this point.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/yOnth9uTLlA/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>Rigidbody Top-Down Spaceship Controller</title><link>https://worldofzero.com/videos/rigidbody-top-down-spaceship-controller/</link><pubDate>Thu, 07 Mar 2019 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/rigidbody-top-down-spaceship-controller/</guid><description>We have a spaceship that can fly around, but we have a problem. It can fly through things. Lets fix that by changing our current transformation modification into physical forces on a rigidbody!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/8-UBALp1xQc/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>Using Var - Implicitly Typed Fields - Quick Tip</title><link>https://worldofzero.com/videos/using-var-implicitly-typed-fields-quick-tip/</link><pubDate>Wed, 20 Feb 2019 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-var-implicitly-typed-fields-quick-tip/</guid><description>C# is a statically typed language meaning you must specify what type your variables are when declaring them. These types are verified by the compiler as you build your project.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/01YSGK7OeVQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>tip</category><category>tutorial</category></item><item><title>Inline Initializing C# Dictionaries - Quick Tip</title><link>https://worldofzero.com/videos/inline-initializing-c-dictionaries-quick-tip/</link><pubDate>Tue, 12 Feb 2019 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/inline-initializing-c-dictionaries-quick-tip/</guid><description>C# allows you to seed data into your dictionary when it&amp;rsquo;s constructed by using an initializer function that accepts a series of key, value pairs after its constructor that causes those elements to be automatically inserted into your Dictionary&amp;rsquo;s for you.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/lFsgmxzw7IU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>dotnet</category><category>csharp</category><category>tutorial</category></item><item><title>Inline Initializing C# Lists - Quick Tip</title><link>https://worldofzero.com/videos/inline-initializing-c-lists-quick-tip/</link><pubDate>Tue, 12 Feb 2019 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/inline-initializing-c-lists-quick-tip/</guid><description>C# includes a method for initializing Lists that means you do not need to repeatedly Add(&amp;quot;foo&amp;quot;) throughout your code.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/F11BhVjmyd0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>dotnet</category><category>csharp</category><category>tutorial</category></item><item><title>Interpolated Strings in C# - Quick Tip</title><link>https://worldofzero.com/videos/interpolated-strings-in-c-quick-tip/</link><pubDate>Fri, 08 Feb 2019 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/interpolated-strings-in-c-quick-tip/</guid><description>C# has the ability to build strings in a number of ways. The simplest is concatenating them, but it&amp;rsquo;s not always the easiest or best solution depending on what you&amp;rsquo;re making.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/xQYmSVbacG4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>tip</category><category>tutorial</category></item><item><title>Top Down Following Spaceship Controller</title><link>https://worldofzero.com/videos/top-down-following-spaceship-controller/</link><pubDate>Wed, 06 Feb 2019 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/top-down-following-spaceship-controller/</guid><description>Now that we have a spaceship controller that can take a direction input and turn that into movement we can start to play around with it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/xYl5qRgOw_M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livecode</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Live Code Reloading with `dotnet watch` - Quick Tip</title><link>https://worldofzero.com/videos/live-code-reloading-with-dotnet-watch-quick-tip/</link><pubDate>Fri, 01 Feb 2019 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-code-reloading-with-dotnet-watch-quick-tip/</guid><description>One of the greatest tools for development is a really quick turn around between the code you write and seeing the result of that code.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/nYudqdL55us/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>dotnet</category><category>csharp</category><category>tutorial</category></item><item><title>Rotating Unity Gizmos - Quick Tip</title><link>https://worldofzero.com/videos/rotating-unity-gizmos-quick-tip/</link><pubDate>Fri, 01 Feb 2019 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/rotating-unity-gizmos-quick-tip/</guid><description>Gizmos are a really handy way to indicate a whole range of interesting information during development of your project.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4-eTwIyntcQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>tutorial</category><category>csharp</category><category>dotnet</category></item><item><title>Experimenting With Top Down Spaceship Movement Controllers</title><link>https://worldofzero.com/videos/experimenting-with-top-down-spaceship-movement-controllers/</link><pubDate>Mon, 21 Jan 2019 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-top-down-spaceship-movement-controllers/</guid><description>How can we turn input on a single joystick into dynamic movement of a spaceship? Let&amp;rsquo;s explore two new ways we might be able to do that.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/TUIHY-5MvWQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livecode</category><category>tutorial</category><category>csharp</category><category>dotnet</category></item><item><title>Exploring Dot Products in Unity</title><link>https://worldofzero.com/videos/exploring-dot-products-in-unity/</link><pubDate>Sat, 19 Jan 2019 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-dot-products-in-unity/</guid><description>Dot Products are a really easy and fun way to compare Vectors in space. When comparing two normalized with a dot product the result will be the cosine of the angle between the two Vectors.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/8cZo-c-f1yc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>game</category><category>tutorial</category><category>unity3d</category><category>csharp</category><category>dotnet</category></item><item><title>Shooting Through Walls With Bullet Penetration in Unity</title><link>https://worldofzero.com/videos/shooting-through-walls-with-bullet-penetration-in-unity/</link><pubDate>Wed, 12 Dec 2018 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/shooting-through-walls-with-bullet-penetration-in-unity/</guid><description>Lets take a look at how you might build a solution that allows you to fire projectiles through walls of varying sizes.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/RIru7m73HZA/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 a Custom Node in Unity's Shader Graph</title><link>https://worldofzero.com/videos/building-a-custom-node-in-unitys-shader-graph/</link><pubDate>Wed, 05 Dec 2018 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-a-custom-node-in-unitys-shader-graph/</guid><description>With the introduction of Shader Graph Unity also added support for Custom Nodes you can build yourself by creating custom CodeFunctionNode.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/FeL4uWGdtUY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>csharp</category><category>dotnet</category></item><item><title>Can You Hear Me Now - Trying and Failing to Use Unity's Microphone</title><link>https://worldofzero.com/videos/can-you-hear-me-now-trying-and-failing-to-use-unitys-microphone/</link><pubDate>Wed, 08 Aug 2018 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/can-you-hear-me-now-trying-and-failing-to-use-unitys-microphone/</guid><description>I&amp;rsquo;ve never used Unity&amp;rsquo;s Microphone API&amp;rsquo;s before. Let&amp;rsquo;s explore them together and get lost while we make something cool!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/fOPJLeDI9ms/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>debugging</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Improving the Voxel Cube with Lighting and Optimized Updates</title><link>https://worldofzero.com/videos/improving-the-voxel-cube-with-lighting-and-optimized-updates/</link><pubDate>Wed, 25 Jul 2018 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/improving-the-voxel-cube-with-lighting-and-optimized-updates/</guid><description>One of the big advantages of recording yourself building things is you get to watch it all back, a built in code review while you edit.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/9_bZn0aNVPQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category><category>csharp</category></item></channel></rss>