Let’s align our planet shader a bit more with the style of our game. We’re aiming for a low poly style, the fairly common style of indie game devs lately.
There are two ways to accomplish a low poly, flat style in 3D graphics. The first is to modify the smoothing on the mesh so that normal’s aren’t smoothed out.
Today we’re going to try something a little different! Lets explore building 3D models using the included tools in the Windows 10 Creators Update and see how useful these tools are for our game development needs.
Today we’re going to be designing and implementing an algorithm which can be used to insert data into our quadtree using some sort of conditional logic.
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.
Time to put something in our quadtree. We’re going to build two scripts in this video. The first will be one of potentially many “generators” which insert data into our quadtree.
Asteroids VR needs an asteroid belt so we’re going to make one! In this video we’re going to begin work on our basic ring shader which will be used for drawing the planetary ring of asteroids at a long distance.
Time to start working on deforming our dynamically generated mesh. We’re going to be working on a physical simulation that deforms the mesh when things hit it.
Time to jump into some of the fun sides of 3D Graphics! In this video we’re going to be figuring out how to build a 3D Plane in Unity with a given number of subsections.
Unity has a number of different joints and other ways to connect Rigidbodies (Spring’s come to mind). We’re going to be exploring how to take advantage of those offerings in order to build a 3D physically simulated rope that we can attach to our grapple gun and eventually swing around space with.