Continuing our elevator and asynchronous scene management system development let’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 “floors” we’ll be transitioning between.
Let’s create a quick string parsing script that can read a long string and return a delimited set of results (we’ll be finding words).
Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.
In this video I get to play with madness. We’ll be exploring what happens if you try to “pixelate” a 3D mesh using a vertex shader.
In this video we’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.
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.
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.
I’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.
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.
This July I’m trying something a bit different. We’re going to try to create complete projects each week of the month.
Recently in a live stream we built “The Topic Wheel”/“Idea Wheel” with the goal being to create an interactive element for a stream that could display any number of options and select one of them.
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.
Recently I’ve been live streaming some larger projects on Twitch. We’ve been building out a new version of worldofzero.
A few weeks ago one of you left a comment on an older video of mine that built a 3D Model exporter into Unity.
I have a really, really bad idea. I’d like to create a string that can be appended to or prepended to using custom operators.
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.
Pattern Matching was introduced into C# a few years ago and I’ve not really been able to integrate it into my projects.
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.
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.
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.