Now that we’ve explored how to work with git locally lets dig into the remote aspects of it. We’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.
We have a shield shader, but how do we get it to interact with the world. More plainly: how can we shoot our shield?
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’s.
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.
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.
You use Unity’s Gizmos all the time for debugging and your app. What if you want those lines in play mode?
Lets look at Flask a minimal python web server. In this video we’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.
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.
Minecraft recently added the ability to export your builds as 3D models that can be uploaded to Remix 3D or opened in Paint 3D.
Pew pew! Lets take the next step in building our shield shader. In this video we’ll be building two things.
Volumetric Lighting is cool! But it’s complex and expensive. What if we could do it, or at least come close without the expensive calculations?
A mage blasts a rock with a magic missile, the magic engulfs the stone in flame and slowly tears it apart.
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.
How simple can you make a script that gets enemies to follow a target or player? Turns out pretty simple.
Let’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.
This video is all about reflection. We’re going to be adding the ability to support typing in Unity Shell so that automatic type conversion can occur.
Lets say you want to make a simple web service in Java. How would you do it? In this video we’re going to look into the basics of Spring Boot, a Java framework that allows you to do just that!
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 “sphere” or part of a sphere if we reduce the limit far enough.
3D Rotational Matrices? What do they do? How do you use them? And more importantly what cool stuff can we make with them?