unity3d
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Code Reuse and a Simple Follow Script
· ☕ 1 min read
How simple can you make a script that gets enemies to follow a target or player? Turns out pretty simple.

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Enumerable Parsing - Lets Make Unity Shell - Part 4
· ☕ 1 min read
Let’s expand upon the Conversion support we added in the last video. The goal here is to add full support for the conversion of all Enumerable types.

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Reflection Soup - Lets Make Unity Shell - Part 3
· ☕ 1 min read
This video is all about reflection. We’re going to be adding the ability to support typing in Unity Shell so that automatic type conversion can occur.

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Smooth Multi-Point Following Camera
· ☕ 1 min read
You have multiple characters or points that you want on camera. How do you do that? This is how.

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Spherifying Our Vertex Shader
· ☕ 1 min read
Expanding a vertex shader by allowing us to Clamp the distance of the vertices to a fixed distance. This effectively allows us to limit the model to a “sphere” or part of a sphere if we reduce the limit far enough.

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Transformation Matrices and Vertex Shaders
· ☕ 1 min read
3D Rotational Matrices? What do they do? How do you use them? And more importantly what cool stuff can we make with them?

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Lets Make Unity Shell - Part 2 Live
· ☕ 1 min read
Continuing our work on Unity Shell a CLI in Unity! https://github.com/WorldOfZero/Unity-Shell

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Lets Make a Blended Material Shader - Voxel Terrain - Part 12
· ☕ 2 min read
Lets improve our Voxel Terrain! Specifically, let’s start work on a shader that can shade our terrain. Our terrain uses each color channel from the vertices of our voxel mesh to designate a different material.

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Lets Make a Dice Roller with Dot Products
· ☕ 2 min read
Dot products are extremely useful for a whole number of tasks. In this video we’re going to look at applying them in a way that will allow us to detect which side of a dice is facing up.

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Lets Add Wind To Our Grass Renderer
· ☕ 1 min read
Last video we created a geometry shader and point cloud renderer capable of rendering hundreds of thousands of individual grass instances in our scene at once.