Augmenting our magic missiles with a bit of corrective flight. This video focuses on how to get a projectile to target and steer towards a target using a combination of dot products for finding the target and a steering algorithm to actually turn the projectile.
Letβs 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.
This video is all about reflection. Weβre going to be adding the ability to support typing in Unity Shell so that automatic type conversion can occur.
We are making a top down shooter. Thatβs cool right? But wait there is more!
This isnβt just any top down shooter, this game isnβt even played on your computer!
We are making a top down shooter. Thatβs cool right? But wait there is more!
This isnβt just any top down shooter, this game isnβt even played on your computer!
We are making a top down shooter. Thatβs cool right? But wait there is more!
This isnβt just any top down shooter, this game isnβt even played on your computer!
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 βsphereβ or part of a sphere if we reduce the limit far enough.
Lets improve our Voxel Terrain! Specifically, letβs 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.
Dot products are extremely useful for a whole number of tasks. In this video weβre going to look at applying them in a way that will allow us to detect which side of a dice is facing up.