Videos
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Calculating Dice Sides From A Mesh's Normals
· ☕ 2 min read
Today I wanted to take a closer look at an older video where we built a dice roller that used Dot Products to determine which face on a dice was rolled.

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Dynamic Game Speed - Unity Quick Tip
· ☕ 1 min read
You are able to modify the speed of most objects, animations and physics using a single value: Time.timeScale. Modifying this value from it’s default (1) causes the game to run slower (values less than 1) or faster (values greater than 1).

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Prototyping the Sand Table - Sand Table - Part 1
· ☕ 2 min read
I’ve recently moved into a new space and could use some furniture to help fill the space. I’d like to create some interesting objects that can help do that and this is the start of a test project to see what we can build.

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Embedding Shadertoy in Hugo Websites - Custom Hugo Shortcodes
· ☕ 2 min read
Hugo Shortcodes are a way to use short snippets in your Hugo site that embed custom parameterized objects. Some built-in shortcodes can embed GitHub Gist code snippets, YouTube videos or Twitter posts.

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Starting the Highscores Service - Online Highscores - Part 1
· ☕ 2 min read
Lets take a look at what is required to create an online highscore board for your Unity game. Throughout this project we’ll take a look at how to create a RESTful web-service, connect it to a database and then expose that web-service to your Unity game.

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Using Your Terminal's Directory Stack to Work With Multiple Directories
· ☕ 2 min read
Your terminal can maintain a list of directories you have visited by storing them in a stack. You can manipulate this stack using commands like pushd to push a new entry onto this stack or popd to pop an existing entry off of the current stack.

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Navigate Your Shell With pushd and popd - Quick Tip
· ☕ 1 min read
There are a few ways to navigate your shell in terminals. One of the less common but useful ways I’ve found when working with multiple directories takes advantage of the directory stack most terminals maintain.

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Platforming and Other Adventures from Live Stream
· ☕ 1 min read
Let’s build some fun projects together today. I’m hoping to work on the platforming of a platformer game and - if time permits - also work on some more MC Clone (a new Minecraft mod).

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Writing a Snow Covered Shader
· ☕ 1 min read
Lets write a custom snow covered surface shader in Unity that can procedurally generate snow and place it on top of any object in our scene.

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Using C#'s Yield Keyword
· ☕ 2 min read
C#’s Yield operator allows you to define enumerable sets which can be dynamically generated and are lazily evaluated. This enables a number of fun things that would be difficult otherwise such as infinite lists.

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Exploring How To Write Custom Gradle Tasks
· ☕ 2 min read
Gradle is a build tool for Java and other JDK based projects that uses a series of tasks to compile, test and run your projects.

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Learning to Compile a Java Class From Scratch
· ☕ 2 min read
Lets explore how you can compile a Java file from scratch without an IDE or other tool. All you will need to be able to do this is the Java Development Kit (JDK).

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Exploring Unity Debugging
· ☕ 1 min read
Debuggers are a great way to find out what is actually going on in your code. They allow you to pause, inspect and modify the state of your program at any time.

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Writing Our Own Diffuse Lighting Shader
· ☕ 4 min read
Lets explore how to build diffuse lighting onto our meshes. This is intended as somewhat of an introduction to some of the magic behind shaders.

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Learning Unity's XR Input System
· ☕ 2 min read
There are two ways to handle input in your VR games built with Unity. Right now we have used Unity’s Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.