We are making a top down shooter. That’s cool right? But wait there is more!
This isn’t just any top down shooter, this game isn’t even played on your computer!
We are making a top down shooter. That’s cool right? But wait there is more!
This isn’t just any top down shooter, this game isn’t even played on your computer!
We are making a top down shooter. That’s cool right? But wait there is more!
This isn’t just any top down shooter, this game isn’t 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 “sphere” or part of a sphere if we reduce the limit far enough.
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.
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.
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.