Time for something a bit different. In this video we’ll delve into WebGL using a tool called ShaderToy, a great way to learn and experiment with shaders all from inside your web browser!
Adding a custom physics implementation to our grass renderer. This video adds a compute shader to simulate our grass individually.
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.
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.
The first step in a longer process that ought to allow our grass to bend as players walk through, cars drive over etc.
Conway’s Game of Life was created by John Horton Conway in 1970. It’s designed as a mathematical system capable of creating copies of itself.
Reflection and custom editor windows. Sounds like a fun experiment! In this video we’ll begin work on a project I’m calling Unity Live.
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.
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.
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.
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.
Using a Neural Network to rebuild your virtual face? Sure why not. There is no way this is a bad idea.
We’re taking a ton of inspiration from Mass Effect: Andromeda in this video. Mostly because it’s the last game I’ve played to see this effect.
Software development is a constant cycle of creating really cool new things and fixing really broken old things. This video is all about the later.
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.
Welcome to the World of Zero Arcade, or what is going to become the World of Zero Arcade. This project is going to happen in a number of parts.
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.
It’s time for some optimization of our quadtree. We’re going to focus on consolidating adjacent nodes that have similar values.
Today we’re going to be designing and implementing an algorithm which can be used to insert data into our quadtree using some sort of conditional logic.
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.