Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.
Expanding upon our exploration of a shader that snaps vertices to a grid. This time we’re moving things into world space!
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.
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.
A six degree of freedom (6DoF) system describes one where a player is able to freely move along the X, Y and Z axis as well as yaw, pitch and roll their rotation.
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.
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.
Lets explore building a self steering ship that can automatically move out of the way of obstacles in it’s path.
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.
Recently in a live stream we built “The Topic Wheel”/“Idea Wheel” with the goal being to create an interactive element for a stream that could display any number of options and select one of them.
Recently I’ve been live streaming some larger projects on Twitch. We’ve been building out a new version of worldofzero.
A few weeks ago one of you left a comment on an older video of mine that built a 3D Model exporter into Unity.
OBS (Open Broadcasting Software) is a tool for recording your screen and other sources to create lets plays, live streams and more.
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.
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.
You can modify the default scripts Unity generates for you when you use create new MonoBehaviors from inside the editor, generate new Tests or Shaders.
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.
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.
Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.
Continuing our development of the Sand Table prototype project we’re going to add gates. We’ll build two components for this.