Time for a new and longer project. We’re going to be building a voxel terrain system so we can replicate the kind of terrain destruction you’d get in games like Worms.
You work at a restaurant on a a foreign planet. Your manager demands that all change be dispensed precisely and that it always be given with the least number of coins possible.
Time to get back to our binary clock. In this episode we’re going to be looking into some core level computer science stuff: how to convert an decimal integer value into it’s binary component parts.
Let’s make a Binary Clock app for the universal windows platform. By the end of this series we’ll have a binary clock we can deploy to an Xbox, Windows Phone, Windows desktop and even a Raspberry Pi or Hololens.
In order to dynamically modify our mesh with a displacement map we’ll need an actual displacement map. We already are generating the texture but it’s just a boring black.
It’s time to open up Mecanim and work on getting our thruster animated. We have two major parts to animate right now fans in the center of the thruster and the iris opening at the bottom.
An Octree is a 3D data structure best used for storing objects based on their 3D positions. They are used in a lot of really cool technology and form the backbone for things like Voxel renderers.
Time to jump into some of the fun sides of 3D Graphics! In this video we’re going to be figuring out how to build a 3D Plane in Unity with a given number of subsections.
Today we’re going to be doing the initial solution for solving the problem our animated fractal shaders face. How do we connect our animations to specific parts of the animators.
Welcome to Unity! In this tutorial we’re going to walk through the basics by creating Flappy Cube. A two dimensional mobile game with a single input: “Flap”.
Welcome to Unity! In this tutorial we’re going to walk through the basics by creating Flappy Cube. A two dimensional mobile game with a single input: “Flap”.