It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.
Visual Studio is now 20 years old and the next generation of C# has also recently been released. We’re going to explore two of the features I’ve been most excited about in C# 7: Tuples and Pattern Matching!
We’re finally there! Time to add the marching squares algorithm to our voxel terrain. Unlike our previous implementation marching squares is going to look at the four nearest points in our quadtree and treat them as vertices.
In this video we’re going to be implementing a Generic Object Pool. Object Pooling is a design pattern focused on removing expensive operations such as instantiation or deletion of objects and instead relying upon a constant “pool” of objects which can be activated or deactivated as needed without needing to actually create new ones.
We’re going to continue work on our World of Zero Arcade project. More controller work specifically. In this video we’ll be looking into adding markers to our globe so you can select where you are in the world.
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.
Time to put something in our quadtree. We’re going to build two scripts in this video. The first will be one of potentially many “generators” which insert data into our quadtree.