dotnet
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Lets Make a Grass Renderer
· ☕ 1 min read
Lets look into how to add grass to terrain. We’re going to combine instanced rendering and raycasting to dynamically place grass on the terrain.

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Lets Make A Greedy Hangman Solver
· ☕ 2 min read
At work we play Hangman occasionally. Let’s see if we can’t ruin the fun by creating an algorithm to select the best guess based on statistics.

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Ludum Dare 38 - World of Zero Live! - Day 2.2
· ☕ 1 min read
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome! Tea of the day: Taiwan ‘Jin Xuan’ Milk Oolong Tea.

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Ludum Dare 38 - World of Zero Live! - Day 3
· ☕ 1 min read
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.

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Ludum Dare 38 - World of Zero Live!
· ☕ 1 min read
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.

https://i.ytimg.com/vi/ZiRJzS6HOhM/mqdefault.jpg
Ludum Dare 38 - World of Zero Live! - Day 2
· ☕ 1 min read
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.

https://i.ytimg.com/vi/g4j8WvC1Ct4/mqdefault.jpg
Building the World of Zero Arcade Live
· ☕ 1 min read
Continuing work on the World of Zero Game. Live Stream to test things out before Ludum Dare and get some work done on our World of Zero Arcade game.

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Lets Make a Pixelated Image Effect
· ☕ 2 min read
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.

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An Evicting Player Cache with ASP.NET Core
· ☕ 2 min read
We’ve got a rough draft of how our Players are going to connect to our World Of Zero Arcade (Live Streamed Game project).

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Pattern Matching and Tuples in Visual Studio 2017 and C# 7
· ☕ 2 min read
Visual Studio is now 20 years old and the next generation of C# has also recently been released. We’re going to explore two of the features I’ve been most excited about in C# 7: Tuples and Pattern Matching!

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Implementing Marching Squares - Lets Make 2D Voxel Terrain - Part 11
· ☕ 2 min read
We’re finally there! Time to add the marching squares algorithm to our voxel terrain. Unlike our previous implementation marching squares is going to look at the four nearest points in our quadtree and treat them as vertices.

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Creating an Object Pool - Lets Make an Asteroid Belt- Part 6
· ☕ 2 min read
In this video we’re going to be implementing a Generic Object Pool. Object Pooling is a design pattern focused on removing expensive operations such as instantiation or deletion of objects and instead relying upon a constant “pool” of objects which can be activated or deactivated as needed without needing to actually create new ones.

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Marking the Globe - World of Zero Arcade- Part 2
· ☕ 2 min read
We’re going to continue work on our World of Zero Arcade project. More controller work specifically. In this video we’ll be looking into adding markers to our globe so you can select where you are in the world.

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Real Time Voxel Updates - Lets Make 2D Voxel Terrain - Part 6
· ☕ 2 min read
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.

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Filling the Quadtree - Let's Make 2D Voxel Terrain - Part 3
· ☕ 2 min read
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.