unity3d
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A World Space Grid Snapped Shader
· ☕ 2 min read
Expanding upon our exploration of a shader that snaps vertices to a grid. This time we’re moving things into world space!

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What Happens When You Snap Vertices To A Grid?
· ☕ 3 min read
In this video I get to play with madness. We’ll be exploring what happens if you try to “pixelate” a 3D mesh using a vertex shader.

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Pseudo-Random Colors with Hashed Strings
· ☕ 2 min read
In this video we’re going to explore a way I approach reproducible pseudo-random number generation that uses calculated hashes to select a random item or property for an object.

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Rotation Math Tricks - Using Unity's Quaternion Operators
· ☕ 2 min read
Unity provides a few operators that can make some common tasks with quaternions easier to accomplish. You can multiple a quaternion and vector to rotate the vector by the provided quaternion’s rotation or multiple two quaternions together in order to add the two rotations they represent together.

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Detecting Objects with Raycasts in Unity3D
· ☕ 3 min read
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.

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Getting Started with Pathfinding using Dijkstra's Algorithm
· ☕ 1 min read
Lets explore pathfinding by implementing Dijkstra’s Algorithm. Dijkstra’s Algorithm is a pathfinding algorithm that works by calculating the distance from any node in a graph to a target node.

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Building OBS Overlay's in Unity 3D
· ☕ 2 min read
OBS (Open Broadcasting Software) is a tool for recording your screen and other sources to create lets plays, live streams and more.

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Introducing Testing into our Platformer
· ☕ 1 min read
Previously we had looked into providing an abstraction layer over our character controller to allow us to build modular pieces instead of a single monolithic character controller.

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An Abstraction of our Character Controller
· ☕ 2 min read
Lets take a look at building an abstraction over a character controller in our 2D platforming game. The goal of this refactoring and abstraction pattern is to improve the testability and modularity of the character controller.

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Exploring a Trochoidal Wave Shader
· ☕ 1 min read
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.

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Building Coyote Time in a 2D Platformer
· ☕ 2 min read
Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.

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Generating Gates - Sand Table - Part 2
· ☕ 1 min read
Continuing our development of the Sand Table prototype project we’re going to add gates. We’ll build two components for this.