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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.