<?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>tutorial on World of Zero</title><link>https://worldofzero.com/tags/tutorial/</link><description>Recent content in tutorial 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>Sat, 08 Apr 2023 00:00:00 +0000</lastBuildDate><atom:link href="https://worldofzero.com/tags/tutorial/index.xml" rel="self" type="application/rss+xml"/><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>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>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>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>Using .NET Interactive and Jupyter Notebooks</title><link>https://worldofzero.com/videos/using-net-interactive-and-jupyter-notebooks/</link><pubDate>Sat, 27 Aug 2022 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 16 Oct 2022 14:26:30 -0700</atom:modified><guid>https://worldofzero.com/videos/using-net-interactive-and-jupyter-notebooks/</guid><description>Today we&amp;rsquo;re exploring .NET Interactive and how you can use it inside of Jupyter Notebooks to run and document code samples alongside markdown documentation.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vlp4B6C81xQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tutorial</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>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>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>Exploring How to Write Custom Pixel Shaders for the Windows Terminal</title><link>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</link><pubDate>Wed, 06 Oct 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 07 Oct 2021 08:30:46 -0700</atom:modified><guid>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</guid><description>The Windows Terminal is a new terminal for Windows that allows you to run PowerShell, Command Prompt, the Azure Command Shell or any other terminal environment.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YF50axsb-cA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category><category>windows</category></item><item><title>Creating a Stepped Gradient Shader in Unity</title><link>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</link><pubDate>Tue, 20 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 11 Aug 2021 10:00:06 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</guid><description>Let&amp;rsquo;s build a stepped gradient in Unity! This is a form of gradient with hard transitions between the different keyframes in the gradient which creates clear blocks of color like you might see on a flag or logo.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_CNfrFk7r98/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</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>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>Animating the Elevator - An Elevator Between Scenes - Part 1</title><link>https://worldofzero.com/videos/animating-the-elevator-an-elevator-between-scenes-part-1/</link><pubDate>Wed, 07 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 08 Apr 2021 09:58:04 -0700</atom:modified><guid>https://worldofzero.com/videos/animating-the-elevator-an-elevator-between-scenes-part-1/</guid><description>Let&amp;rsquo;s start a new project that allows us to load scenes using riding an elevator as the transition. To start with we&amp;rsquo;ll be building the animation controlling the opening and closing of the elevator doors.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/96iaO7kl2Xg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</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>Quickly Trim Video Snippets on the Command Line with FFmpeg</title><link>https://worldofzero.com/videos/quickly-trim-video-snippets-on-the-command-line-with-ffmpeg/</link><pubDate>Thu, 11 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Mar 2021 08:17:15 +0000</atom:modified><guid>https://worldofzero.com/videos/quickly-trim-video-snippets-on-the-command-line-with-ffmpeg/</guid><description>FFmpeg is an open source tool that allows you to edit, encode, decode, transcode and more audio or video from your command line.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Cg2omJAOH30/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>tutorial</category><category>tools</category><category>shell</category><category>opensource</category></item><item><title>Quickly Edit Streams with the FFmpeg CLI</title><link>https://worldofzero.com/posts/editing-streams-with-ffmpeg-cli/</link><pubDate>Tue, 09 Mar 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 17 Apr 2022 13:03:32 -0700</atom:modified><guid>https://worldofzero.com/posts/editing-streams-with-ffmpeg-cli/</guid><description>FFmpeg is a tool that helps you work with audio and visual files. It can significantly improve the speed of quick edits to a video or stream by editing a copy of the original instead of re-encoding your entire video.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/tutorials/ffmpeg-cli-stream-edit.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>tools</category><category>tip</category><category>tutorial</category></item><item><title>Correcting Lighting on our Grid Snapped Vertex Shader with Geometry Shaders</title><link>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</link><pubDate>Sat, 20 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 21 Feb 2021 09:39:57 -0800</atom:modified><guid>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</guid><description>Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we&amp;rsquo;re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VC-v874C5xQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>unity3d</category><category>tutorial</category></item><item><title>A World Space Grid Snapped Shader</title><link>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</link><pubDate>Fri, 12 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 13 Feb 2021 08:15:12 +0000</atom:modified><guid>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</guid><description>Expanding upon our exploration of a shader that snaps vertices to a grid. This time we&amp;rsquo;re moving things into world space!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4xR46-YI828/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</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>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>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>Creating Custom GitHub Issue Templates</title><link>https://worldofzero.com/videos/creating-custom-github-issue-templates/</link><pubDate>Mon, 16 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/creating-custom-github-issue-templates/</guid><description>In order to create more accessible open source projects GitHub has introduced templates for Issues and Pull Requests to help improve the clarity and quality of new issues and open pull requests.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/nKvvdoAjqG4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>opensource</category><category>tutorial</category></item><item><title>Enable Font Ligatures in VS Code</title><link>https://worldofzero.com/posts/enable-font-ligatures-vscode/</link><pubDate>Sat, 14 Nov 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 18 Nov 2020 23:21:52 -0800</atom:modified><guid>https://worldofzero.com/posts/enable-font-ligatures-vscode/</guid><description>Font ligatures combine multiple characters into a single unique character. Some fonts provide ligatures specifically for software development.
Some free fonts that support ligatures are:</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/tutorials/font-ligatures.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>tools</category><category>tip</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 Building Pong in my Terminal - Pong in Bash - Part 1</title><link>https://worldofzero.com/videos/getting-started-building-pong-in-my-terminal-pong-in-bash-part-1/</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-building-pong-in-my-terminal-pong-in-bash-part-1/</guid><description>I&amp;rsquo;ve been exploring a few of the fun ways you can write text to a terminal. One of the more interesting commands available for this is tput.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/fEtcGFEiuQM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>bash</category><category>shell</category><category>tutorial</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>Using Command Prompt to Create a Symbolic Link on Windows</title><link>https://worldofzero.com/videos/using-command-prompt-to-create-a-symbolic-link-on-windows/</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/using-command-prompt-to-create-a-symbolic-link-on-windows/</guid><description>Symbolic Links allow you to create a reference in your file system to another file or directory. This allows you to reference the same file in multiple places without having to physically copy it into each place.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/w2gxWTOPw7U/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shell</category><category>tutorial</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>Exploring a Trochoidal Wave Shader</title><link>https://worldofzero.com/videos/exploring-a-trochoidal-wave-shader/</link><pubDate>Fri, 20 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/exploring-a-trochoidal-wave-shader/</guid><description>Let&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/moR3wly4S5Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>livecode</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>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>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>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>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>I Learn How To Make Bash Flip Tables When I Break Things</title><link>https://worldofzero.com/videos/i-learn-how-to-make-bash-flip-tables-when-i-break-things/</link><pubDate>Fri, 23 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/i-learn-how-to-make-bash-flip-tables-when-i-break-things/</guid><description>Lets take a look at how to customize a bash shell. We&amp;rsquo;ll be making our shell print a table flip whenever the last command failed.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/XUOti_9WgaM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shell</category><category>bash</category><category>powershell</category><category>tutorial</category><category>tools</category></item><item><title>Starting to Build a Spigot Minecraft Mod - Building MC-Clone - Part 1</title><link>https://worldofzero.com/videos/starting-to-build-a-spigot-minecraft-mod-building-mc-clone-part-1/</link><pubDate>Fri, 16 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/starting-to-build-a-spigot-minecraft-mod-building-mc-clone-part-1/</guid><description>Lets get started building MC Clone a new plugin/mod for minecraft servers running spigot that will allow players to create duplicate parts of the world with different settings.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/ODLx4yJNtJA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tutorial</category><category>java</category><category>containers</category></item><item><title>Turning Circular Pixels Into Diamond Pixels</title><link>https://worldofzero.com/videos/turning-circular-pixels-into-diamond-pixels/</link><pubDate>Tue, 02 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/turning-circular-pixels-into-diamond-pixels/</guid><description>In previous videos we&amp;rsquo;ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/u5PGfxHjYo0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>opensource</category><category>git</category><category>tutorial</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>Focus and Follow Game Objects in Unity's Scene View - Quick Tip</title><link>https://worldofzero.com/videos/focus-and-follow-game-objects-in-unitys-scene-view-quick-tip/</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/focus-and-follow-game-objects-in-unitys-scene-view-quick-tip/</guid><description>Unity&amp;rsquo;s editor includes a handy feature that enables you to quickly focus on and follow Game Object&amp;rsquo;s in your scene view.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4sUXxaXlYY8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tools</category><category>tip</category><category>tutorial</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>Modifying Vectors with Matrices</title><link>https://worldofzero.com/videos/modifying-vectors-with-matrices/</link><pubDate>Wed, 17 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/modifying-vectors-with-matrices/</guid><description>Matrices are an extremely powerful tool when working with vectors. They&amp;rsquo;re the magic that makes a lot of the code in our shaders work, but they also work in a lot of handy other places.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/zpjlL-w3748/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category></item><item><title>Validate Unity Inspector Input with OnValidate - Quick Tip</title><link>https://worldofzero.com/videos/validate-unity-inspector-input-with-onvalidate-quick-tip/</link><pubDate>Tue, 16 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/validate-unity-inspector-input-with-onvalidate-quick-tip/</guid><description>Unity provides a funtion that allows your MonoBehaviors to be alerted when values are changed on it in the inspector.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Jrqu7clRpec/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tip</category><category>tutorial</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>Running a Minecraft Server in Docker</title><link>https://worldofzero.com/videos/running-a-minecraft-server-in-docker/</link><pubDate>Thu, 14 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/running-a-minecraft-server-in-docker/</guid><description>There are a number of ways to setup and run a Minecraft server (or any server for that matter).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/JtKIpGjtLzw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>containers</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>Math in the Unity Inspector - Quick Tip</title><link>https://worldofzero.com/videos/math-in-the-unity-inspector-quick-tip/</link><pubDate>Tue, 05 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/math-in-the-unity-inspector-quick-tip/</guid><description>Unity has made it a bit easier to compute some values in their editor windows by allowing you to enter math formula&amp;rsquo;s into the inspector.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/O5eXHyDLVmw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>tutorial</category><category>tools</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>Rendering 3D Objects in your UI Using Multiple Cameras</title><link>https://worldofzero.com/videos/rendering-3d-objects-in-your-ui-using-multiple-cameras/</link><pubDate>Tue, 11 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/rendering-3d-objects-in-your-ui-using-multiple-cameras/</guid><description>One issue that is often encountered when building first person games is that the really close objects like weapons or hands will clip through nearby walls.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/tACRIWcCzK8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</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>Using Properties and Steps in Part 2 of our Ripple in Shader Graph</title><link>https://worldofzero.com/videos/using-properties-and-steps-in-part-2-of-our-ripple-in-shader-graph/</link><pubDate>Wed, 28 Nov 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/using-properties-and-steps-in-part-2-of-our-ripple-in-shader-graph/</guid><description>There is still so much to learn in Unity&amp;rsquo;s new Shader Graph feature. In this video our focus is twofold.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/tL3GbBAqF3E/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Creating and Using SSH RSA Tokens on Windows 10</title><link>https://worldofzero.com/videos/creating-and-using-ssh-rsa-tokens-on-windows-10/</link><pubDate>Tue, 20 Nov 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/creating-and-using-ssh-rsa-tokens-on-windows-10/</guid><description>I&amp;rsquo;d like to be able to connect to my servers without having to continuously enter my users password. We&amp;rsquo;re going to accomplish that by making use of an SSH Security Token.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/gM2J2DWCTnM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>windows</category><category>tutorial</category></item><item><title>Learning How To Use Step and Smoothstep in Shaders</title><link>https://worldofzero.com/videos/learning-how-to-use-step-and-smoothstep-in-shaders/</link><pubDate>Sat, 17 Nov 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/learning-how-to-use-step-and-smoothstep-in-shaders/</guid><description>A number of people have commented that we should be using step or smoothstep instead of some of the branching if/else blocks we&amp;rsquo;ve used in other videos (branches in shaders tend to perform worse than other functions).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-vGNd8pnbYs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>A Circle Shader in Shader Graph - Ripple in Shader Graph - Part 1</title><link>https://worldofzero.com/videos/a-circle-shader-in-shader-graph-ripple-in-shader-graph-part-1/</link><pubDate>Thu, 11 Oct 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/a-circle-shader-in-shader-graph-ripple-in-shader-graph-part-1/</guid><description>Lets learn Shader Graph by building our ripple shader entirely within Shader Graph.
The goal of this series is to reproduce the ripple shader we&amp;rsquo;ve been working on and compare/contrast the process of building the same shader in both tools that Unity makes available to you.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/R05OYXNDyas/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>shader</category></item><item><title>A Static Glowing Ring - Ripple Shader - Part 1</title><link>https://worldofzero.com/videos/a-static-glowing-ring-ripple-shader-part-1/</link><pubDate>Tue, 31 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/a-static-glowing-ring-ripple-shader-part-1/</guid><description>Lets make a new shader in Unity that sends a ripple out across an object to reveal the texture underneath it!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/EhkBdCdNx-Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</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><item><title>Live Coding a 3D Voxel Cube in Unity</title><link>https://worldofzero.com/videos/live-coding-a-3d-voxel-cube-in-unity/</link><pubDate>Thu, 12 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/live-coding-a-3d-voxel-cube-in-unity/</guid><description>Lets build a basic colored voxel &amp;ldquo;chunk&amp;rdquo; from start to finish! We&amp;rsquo;ll focus on constructing three main components: a Chunk which stores data about the world, A ChunkGenerator which fills the Chunk with initial information (it builds the world) and a MeshGenerator that converts our Chunk into a Mesh you can see.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/laBPpyXfBWo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>livecode</category><category>csharp</category><category>unity3d</category><category>tutorial</category></item><item><title>Lets Make An Expanding Pipe Shader</title><link>https://worldofzero.com/videos/lets-make-an-expanding-pipe-shader/</link><pubDate>Thu, 21 Jun 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/lets-make-an-expanding-pipe-shader/</guid><description>I&amp;rsquo;ve been seeing a few example of uses for a cartoonish styled pipe that expands as something goes through it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2Br1nS59PLU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>game</category></item><item><title>I See Game Objects - Unity Observer - Part 2</title><link>https://worldofzero.com/videos/i-see-game-objects-unity-observer-part-2/</link><pubDate>Thu, 03 May 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/i-see-game-objects-unity-observer-part-2/</guid><description>Time to make our Unity Observer a bit more&amp;hellip; useful. Right now we have a custom Unity editor window that can find a game object by name and display its position in the scene.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/lELHSvmBCVw/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>Getting Started with LINQ in C#</title><link>https://worldofzero.com/videos/getting-started-with-linq-in-c/</link><pubDate>Thu, 19 Apr 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/getting-started-with-linq-in-c/</guid><description>LINQ can be confusing and some of the ways it works may not be intuitive if you&amp;rsquo;re unfamiliar with them.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/un3r1dW03VI/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>Snow in the Wind - Dynamic Snow in Unity - Part 5</title><link>https://worldofzero.com/videos/snow-in-the-wind-dynamic-snow-in-unity-part-5/</link><pubDate>Tue, 20 Mar 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/snow-in-the-wind-dynamic-snow-in-unity-part-5/</guid><description>Let&amp;rsquo;s add wind! The goal is to make snow &amp;ldquo;flow&amp;rdquo; across the land over time and create drifts from indentations.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/V5trpRR4UMc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>livecode</category><category>csharp</category><category>dotnet</category></item><item><title>Gitting Code On The Internet - Committing Code to a Remote GitHub Server</title><link>https://worldofzero.com/videos/gitting-code-on-the-internet-committing-code-to-a-remote-github-server/</link><pubDate>Wed, 14 Feb 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/gitting-code-on-the-internet-committing-code-to-a-remote-github-server/</guid><description>Now that we&amp;rsquo;ve explored how to work with git locally lets dig into the remote aspects of it. We&amp;rsquo;ll explore how to clone a remote repository, how to make some quick modifications and then push that new branch up to the remote repository.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/EhNEncLZuyo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>git</category><category>tutorial</category></item><item><title>Attacking the Shield Shader - Lets Make an Energy Shield - Part 4</title><link>https://worldofzero.com/videos/attacking-the-shield-shader-lets-make-an-energy-shield-part-4/</link><pubDate>Tue, 09 Jan 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/attacking-the-shield-shader-lets-make-an-energy-shield-part-4/</guid><description>We have a shield shader, but how do we get it to interact with the world. More plainly: how can we shoot our shield?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/wou-47wEkyQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Struggling with Magnetometers</title><link>https://worldofzero.com/videos/struggling-with-magnetometers/</link><pubDate>Thu, 21 Dec 2017 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/struggling-with-magnetometers/</guid><description>This is an exercise in how to make a problem far harder than it needs to be. Grab a magnetometer, a device which measures the magnetic fields at a point and attach it to an arduino with some LED&amp;rsquo;s.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Am-7PSA8b40/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>arduino</category><category>tutorial</category></item><item><title>Simple Force Directed Graph in Unity</title><link>https://worldofzero.com/videos/simple-force-directed-graph-in-unity/</link><pubDate>Thu, 14 Dec 2017 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/simple-force-directed-graph-in-unity/</guid><description>Lets riff on how to draw force directed graphs in Unity. A force directed graph is a directed graph that is drawn and positioned by having each node apply force to every other node.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/T69V_d_XmUw/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>Try.Dot.Net</title><link>https://worldofzero.com/videos/trydotnet/</link><pubDate>Thu, 07 Dec 2017 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/trydotnet/</guid><description>Ever wanted to give .NET a try? See what all this C# stuff is about? try.dot.net is a website where you can write and run code from your browser.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VMXqJfr2qNs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>dotnet</category><category>csharp</category><category>tutorial</category></item><item><title>GL.Lines - Drawing Lines Manually in Unity</title><link>https://worldofzero.com/videos/gllines-drawing-lines-manually-in-unity/</link><pubDate>Tue, 21 Nov 2017 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/gllines-drawing-lines-manually-in-unity/</guid><description>You use Unity&amp;rsquo;s Gizmos all the time for debugging and your app. What if you want those lines in play mode?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/s926MfazI50/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>game</category><category>csharp</category><category>dotnet</category><category>tutorial</category><category>livecode</category></item><item><title>Getting Started With a Flask Web Server</title><link>https://worldofzero.com/videos/getting-started-with-a-flask-web-server/</link><pubDate>Wed, 15 Nov 2017 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-a-flask-web-server/</guid><description>Lets look at Flask a minimal python web server. In this video we&amp;rsquo;ll build the simplest Flask app and talk about how to get Flask working in your Python project as well as what each part is doing.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/9rWVDuzyaX0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tutorial</category></item><item><title>The Most Complicated Nothing Shader - Unity 3D Grab Pass</title><link>https://worldofzero.com/videos/the-most-complicated-nothing-shader-unity-3d-grab-pass/</link><pubDate>Thu, 19 Oct 2017 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/the-most-complicated-nothing-shader-unity-3d-grab-pass/</guid><description>Grab Passes are a really complicated and expensive way to do nothing in a shader. A Grab Pass is an additional pass added to your shader that captures the scene and allows you to use that captured texture in your shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/aX7wIp-r48c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Exporting A Minecraft Build to Unity 3D</title><link>https://worldofzero.com/videos/exporting-a-minecraft-build-to-unity-3d/</link><pubDate>Tue, 17 Oct 2017 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/exporting-a-minecraft-build-to-unity-3d/</guid><description>Minecraft recently added the ability to export your builds as 3D models that can be uploaded to Remix 3D or opened in Paint 3D.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/dRcDtFcKG28/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category></item><item><title>Shield Impact Marks - Lets Make an Energy Shield - Part 2</title><link>https://worldofzero.com/videos/shield-impact-marks-lets-make-an-energy-shield-part-2/</link><pubDate>Sat, 07 Oct 2017 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/shield-impact-marks-lets-make-an-energy-shield-part-2/</guid><description>Pew pew! Lets take the next step in building our shield shader. In this video we&amp;rsquo;ll be building two things.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/5JzsSzD-xE8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Simple Volumetric Spotlight Renderer Using Dynamic Meshes</title><link>https://worldofzero.com/videos/simple-volumetric-spotlight-renderer-using-dynamic-meshes/</link><pubDate>Wed, 04 Oct 2017 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/simple-volumetric-spotlight-renderer-using-dynamic-meshes/</guid><description>Volumetric Lighting is cool! But it&amp;rsquo;s complex and expensive. What if we could do it, or at least come close without the expensive calculations?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/nX682vFtT6I/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>Lets Make a Dissolving Shader</title><link>https://worldofzero.com/videos/lets-make-a-dissolving-shader/</link><pubDate>Fri, 15 Sep 2017 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/lets-make-a-dissolving-shader/</guid><description>A mage blasts a rock with a magic missile, the magic engulfs the stone in flame and slowly tears it apart.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/rGt9haUx-aQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>shader</category></item><item><title>Magic Missile! Creating Seeking Projectiles</title><link>https://worldofzero.com/videos/magic-missile-creating-seeking-projectiles/</link><pubDate>Tue, 15 Aug 2017 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/magic-missile-creating-seeking-projectiles/</guid><description>Augmenting our magic missiles with a bit of corrective flight. This video focuses on how to get a projectile to target and steer towards a target using a combination of dot products for finding the target and a steering algorithm to actually turn the projectile.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/O6u92arDKUA/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>Code Reuse and a Simple Follow Script</title><link>https://worldofzero.com/videos/code-reuse-and-a-simple-follow-script/</link><pubDate>Fri, 11 Aug 2017 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/code-reuse-and-a-simple-follow-script/</guid><description>How simple can you make a script that gets enemies to follow a target or player? Turns out pretty simple.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/k9LxJarqHhE/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>Enumerable Parsing - Lets Make Unity Shell - Part 4</title><link>https://worldofzero.com/videos/enumerable-parsing-lets-make-unity-shell-part-4/</link><pubDate>Thu, 03 Aug 2017 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/enumerable-parsing-lets-make-unity-shell-part-4/</guid><description>Let&amp;rsquo;s expand upon the Conversion support we added in the last video. The goal here is to add full support for the conversion of all Enumerable types.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2NQ2qTrxnCE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category></item><item><title>Reflection Soup - Lets Make Unity Shell - Part 3</title><link>https://worldofzero.com/videos/reflection-soup-lets-make-unity-shell-part-3/</link><pubDate>Wed, 02 Aug 2017 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/reflection-soup-lets-make-unity-shell-part-3/</guid><description>This video is all about reflection. We&amp;rsquo;re going to be adding the ability to support typing in Unity Shell so that automatic type conversion can occur.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/jDk0wYWFMXU/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>Spring Boot - The Basics</title><link>https://worldofzero.com/videos/spring-boot-the-basics/</link><pubDate>Wed, 02 Aug 2017 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/spring-boot-the-basics/</guid><description>Lets say you want to make a simple web service in Java. How would you do it? In this video we&amp;rsquo;re going to look into the basics of Spring Boot, a Java framework that allows you to do just that!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/K8OXyLKjKJg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>java</category><category>spring</category><category>tutorial</category></item><item><title>Smooth Multi-Point Following Camera</title><link>https://worldofzero.com/videos/smooth-multi-point-following-camera/</link><pubDate>Mon, 17 Jul 2017 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/smooth-multi-point-following-camera/</guid><description>You have multiple characters or points that you want on camera. How do you do that? This is how.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/iccMGaIlE5o/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>hackathon</category></item><item><title>Spherifying Our Vertex Shader</title><link>https://worldofzero.com/videos/spherifying-our-vertex-shader/</link><pubDate>Fri, 14 Jul 2017 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/spherifying-our-vertex-shader/</guid><description>Expanding a vertex shader by allowing us to Clamp the distance of the vertices to a fixed distance. This effectively allows us to limit the model to a &amp;ldquo;sphere&amp;rdquo; or part of a sphere if we reduce the limit far enough.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/sb51BFBdz_M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Transformation Matrices and Vertex Shaders</title><link>https://worldofzero.com/videos/transformation-matrices-and-vertex-shaders/</link><pubDate>Thu, 13 Jul 2017 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/transformation-matrices-and-vertex-shaders/</guid><description>3D Rotational Matrices? What do they do? How do you use them? And more importantly what cool stuff can we make with them?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VzhxginBhdc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item></channel></rss>