Static code analysis tools are tools that are able to inspect your code without actually executing it. They are valuable tools in the constant fight for good code.
We’ve built a lot of shaders, how do we attach these to our terrain though? Let’s take a look at how you can build a basic shader that integrates with Unity’s pre-built terrain tools.
I’ve been setting up a demo for a new project and ran into a bit of a snag. I had originally intended to use a Particle System to generate the effect I wanted - I already have it created.
Reading up on some of the features of Groovy I stumbled upon the @Memoized annotation. This method annotation allows you to tell Groovy to memoize the results from a function.
Wouldn’t it be cool if you could run C# code in a web browser? Blazor is a tool that compiles C# code into functioning web assembly that can be deployed like a normal webpage.
KodeLife is a powerful cross platform shader editor for Mac, PC or Linux. It overlays a text editor and debugger on top of the real-time results of your shader.
Last video we added support for wind to blow snow across our terrain. That was cool but the implementation was fixed and required us to have wind move in a specific direction.
Mermaid is a language that allows you to define Flowcharts, Signal Diagrams and Gantt Charts and generate them. This makes it extremely easy to generate charts for websites, system designs or other uses for charts.
Webhooks are really popular these days. Every service seems to have support for them these days. Lets try using these fancy new function as a service things to consume them.
Ever wanted to bring your WPF or UWP application across platforms. What if you could ship your same app built on familiar WPF designs to MacOS, Linux and even Android and iOS?