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Space Engineers uses a lot of semi-metallic materials, which gives a sort of "car paint" feel to the armor blocks.
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All images taken from Marek's Dev Diary.
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The Goal First, the definition of what I was trying to accomplish: rendering with polygons and with voxels are two currently very well...
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In order to test the functionality of the systems in Unity's latest release, everyone got into groups and made small games.
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During my time at unity, before Covid hit, we were given a week of training in the new paradigm meant to improve performance, networking,...
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This took around a week to do but it was well worth it.
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I wanted to make two blog posts, one dedicated to some of the new built in fractals I added into my fractal program, and one for the more...
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I've added some more fractal algorithms, such as Burning Ship, Burning Ship Julia, Distorted Mandelbrot (my own algorithm) and Distorted...
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New features: Custom Julia Set position!
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I took a week or so break from coding (Guilty Gear Strive is addicting!)
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Features: Multithreading Runs drawing code off the main thread.
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I did a few advanced shaders when I was working at Unity during some of my free time in order to test Shadergraph's functionality.
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I've been working on this for the last few days.
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The first one's a simple animated cloud, made using tessellation and a simple vertex offset along the normal.
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So this started as an attempt to replicate the Shadergraph "Voronoi" in normal CG shaders, but got a lot more interesting.
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I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement.
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Over the past day I made some improvements to my randomly generating terrain tool: New features include: Added Height: raises the...
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I took a break from programming for a little bit and to get back into it, I decided what I wanted to do was get started on learning how...
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This is something that has been bothering me for a while.
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I spent 6 hours and 10 minutes working with the animator, programming physics, etc. for a character.