tutorial
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Lets Make a Blended Material Shader - Voxel Terrain - Part 12
· ☕ 2 min read
Lets improve our Voxel Terrain! Specifically, let’s start work on a shader that can shade our terrain. Our terrain uses each color channel from the vertices of our voxel mesh to designate a different material.

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Reactive Extensions in Java - Basic FizzBuzz
· ☕ 1 min read
Reactive Extensions use asynchronous observable streams to control your program. That sounds complicated, and it is, but the possibilities this style of programming unlock are fantastic.

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Point Cloud Grass - Lets Make a Grass Renderer
· ☕ 3 min read
Lets say you want to render grass. A LOT of grass. How would you do it? In this video we’re going to try to solve that using a point cloud and a geometry shader.

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

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Lets Make a Night Vision Camera Effect
· ☕ 1 min read
I’ve been exploring the Outlast games lately and wanted to try to reproduce the night vision camera that is such a staple of that game.

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

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Physical Asteroid LODs - Lets Make an Asteroid Belt - Part 5
· ☕ 2 min read
Time for our asteroids to get physical! In this video we’re going to be moving beyond the simple instanced rendering methods we’ve been using previously and start actually creating real physical asteroids when we get close.

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Building 3D Models with Windows 10's Creators Update for Unity
· ☕ 3 min read
Today we’re going to try something a little different! Lets explore building 3D models using the included tools in the Windows 10 Creators Update and see how useful these tools are for our game development needs.

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Real Time Voxel Updates - Lets Make 2D Voxel Terrain - Part 6
· ☕ 2 min read
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.