It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
It’s time for Ludum Dare 38! Come hang out as we build… something. Something awesome!
Learn more about the Ludum Dare or enter your own project here: https://ldjam.
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.
Time for another really fun exploration of the World of Zero Arcade. We’re changing the project slightly and focusing on an abstract SHMUP game based around geometry.
We’re going to start looking into communicating over serial ports with our arduino now. The final goal here is to be able to send information about what to draw over a serial connection from our web server down to the arduino.
Asteroid’s VR needs a triplanar shader for its asteroids so we’re going to make one. Specifically we’re going to look at how to handle the projection onto a mesh without using UV’s.
Introducing Data Cube, the spiritual successor to Data Sphere. A data visualization project. Data Cube is going to use an Arduino and four meters of LED’s to create a 3D visualization of online social interactions.
We have a relatively complete Binary Clock app running in UWP. Let’s take advantage of Xamarin to start working on bringing this app to other platforms.
Visual Studio is now 20 years old and the next generation of C# has also recently been released. We’re going to explore two of the features I’ve been most excited about in C# 7: Tuples and Pattern Matching!
We’re finally there! Time to add the marching squares algorithm to our voxel terrain. Unlike our previous implementation marching squares is going to look at the four nearest points in our quadtree and treat them as vertices.
In this video we’re going to be implementing a Generic Object Pool. Object Pooling is a design pattern focused on removing expensive operations such as instantiation or deletion of objects and instead relying upon a constant “pool” of objects which can be activated or deactivated as needed without needing to actually create new ones.
Time for our asteroids to get physical! In this video we’re going to be moving beyond the simple instanced rendering methods we’ve been using previously and start actually creating real physical asteroids when we get close.