Videos
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Implementing Marching Squares - Lets Make 2D Voxel Terrain - Part 11
· ☕ 2 min read
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.

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Creating an Object Pool - Lets Make an Asteroid Belt- Part 6
· ☕ 2 min read
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.

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Physical Asteroid LODs - Lets Make an Asteroid Belt - Part 5
· ☕ 2 min read
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.

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Marking the Globe - World of Zero Arcade- Part 2
· ☕ 2 min read
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.

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Making Sumo Splash - Let's Make an Arcade Game
· ☕ 2 min read
Our next project is going to be something really fun. We’re going to be taking advantage of the new Beam FTL streaming protocol which gets around 0.

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Building 3D Models with Windows 10's Creators Update for Unity
· ☕ 3 min read
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.

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Real Time Voxel Updates - Lets Make 2D Voxel Terrain - Part 6
· ☕ 2 min read
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.

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Filling the Quadtree - Let's Make 2D Voxel Terrain - Part 3
· ☕ 2 min read
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.