unity3d
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Point Cloud Grass - Lets Make a Grass Renderer
· ☕ 3 min read
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.

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Lets Make a Grass Renderer
· ☕ 1 min read
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.

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Lets Make a Night Vision Camera Effect
· ☕ 1 min read
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.

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Lets Make a Contour Map Shader
· ☕ 1 min read
Let’s make a contour map shader by layering a number of planes and creating a simple shader to draw “slices” from a heightmap.

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Getting Started With Compute Shaders in Unity
· ☕ 1 min read
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.

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Ludum Dare 38 - World of Zero Live! - Day 2.2
· ☕ 1 min read
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome! Tea of the day: Taiwan ‘Jin Xuan’ Milk Oolong Tea.

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Ludum Dare 38 - World of Zero Live! - Day 3
· ☕ 1 min read
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.

https://i.ytimg.com/vi/z0J-g4v0SE4/mqdefault.jpg
Ludum Dare 38 - World of Zero Live!
· ☕ 1 min read
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.

https://i.ytimg.com/vi/0wP2_7oYv9U/mqdefault_live.jpg
Ludum Dare 38 - World of Zero Live! - Day 2
· ☕ 1 min read
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.

https://i.ytimg.com/vi/g4j8WvC1Ct4/mqdefault.jpg
Building the World of Zero Arcade Live
· ☕ 1 min read
Continuing work on the World of Zero Game. Live Stream to test things out before Ludum Dare and get some work done on our World of Zero Arcade game.

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Lets Make a Pixelated Image Effect
· ☕ 2 min read
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.

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Dynamic Geometry Rendering
· ☕ 1 min read
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.

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The Magic Revealing Flashlight Shader
· ☕ 1 min read
Let’s make a revealing shader that is normally blank and full transparent, but when you shine a light on it becomes revealed.

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Creating a Triplanar Shader - Asteroids VR
· ☕ 1 min read
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.

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Implementing Marching Squares - Lets Make 2D Voxel Terrain - Part 11
· ☕ 2 min read
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.

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Creating an Object Pool - Lets Make an Asteroid Belt- Part 6
· ☕ 2 min read
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.

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Physical Asteroid LODs - Lets Make an Asteroid Belt - Part 5
· ☕ 2 min read
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.