Let’s align our planet shader a bit more with the style of our game. We’re aiming for a low poly style, the fairly common style of indie game devs lately.
We’re going to continue work on our World of Zero Arcade project. More controller work specifically. In this video we’ll be looking into adding markers to our globe so you can select where you are in the world.
There are two ways to accomplish a low poly, flat style in 3D graphics. The first is to modify the smoothing on the mesh so that normal’s aren’t smoothed out.
We were in an interesting spot after the last video. Things hadn’t gone exactly according to plan. We’re going to fix that in this video and also start work on texturing our low poly shader.
Today we’re going to try something a little different! Lets explore building 3D models using the included tools in the Windows 10 Creators Update and see how useful these tools are for our game development needs.
Today we’re going to be designing and implementing an algorithm which can be used to insert data into our quadtree using some sort of conditional logic.
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.
Time to dig into some custom lighting in Unity’s Surface Shaders. We’re going to be looking at how to cast shadows onto our planet ring shader, a transparent shader which normally would not have shadows.
Time to put something in our quadtree. We’re going to build two scripts in this video. The first will be one of potentially many “generators” which insert data into our quadtree.
Time for a new and longer project. We’re going to be building a voxel terrain system so we can replicate the kind of terrain destruction you’d get in games like Worms.
You work at a restaurant on a a foreign planet. Your manager demands that all change be dispensed precisely and that it always be given with the least number of coins possible.
Asteroids VR needs an asteroid belt so we’re going to make one! In this video we’re going to begin work on our basic ring shader which will be used for drawing the planetary ring of asteroids at a long distance.