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.
Welcome back, after a long haitus to our Unity 3D Voxel Terrain. We’re going to start by looking at how to take advantage of compute shaders to handle advanced destruction techniques.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.
Time for another really fun exploration of the World of Zero Arcade. We’re changing the project slightly and focusing on an abstract SHMUP game based around geometry.
Asteroid’s VR needs a triplanar shader for its asteroids so we’re going to make one. Specifically we’re going to look at how to handle the projection onto a mesh without using UV’s.
We’re finally there! Time to add the marching squares algorithm to our voxel terrain. Unlike our previous implementation marching squares is going to look at the four nearest points in our quadtree and treat them as vertices.
In this video we’re going to be implementing a Generic Object Pool. Object Pooling is a design pattern focused on removing expensive operations such as instantiation or deletion of objects and instead relying upon a constant “pool” of objects which can be activated or deactivated as needed without needing to actually create new ones.