We're making great progress on the Real-Time Water in Unity course 🌊 This demo will be included as one of the course examples. Wishlist it if you're interested!
➡️https://t.co/5A4nXsEMJz
#unity3d
Introducing CozyBlanket Pro
A next-generation mesh optimization and cleanup toolkit, built from the ground up with AI-assisted retopology, cutting-edge UV tools, and powerful tool system to transform complex geometry into clean, efficient, production-ready assets.
been replaying Halo Wars over the weekend and using it as a good case study for making an RTS camera that can smoothly navigate rugged elevation using an adjustable + simplified proxy grid!
#gamedev#madewithunity
Made a nice little catapult system for my current game project, got some nice editor previews so you can see how and where a physics object will be flung before running the game. Also previews with gravity volumes which took some extra work but is nice! #gamedev#indiedev#portal
If rollers are rolling, we are hating on them. All motors must be sliced. Climb colossal bosses and parkour through the megastructure to find every single one.
MotorSlice launches in May for PC, PlayStation 5, and Xbox
✍️ I wrote an article on programming blur shaders for beginners. You do not need to be adept at either math or programming to understand how it works :)
Going from the most basic/straightforward type of blur, to what you see below, and more! Lots of pretty pictures, media, and interactive code to learn from.
-- Box blur, with clipping and radial weighting.
(So, no longer really a box blur...?) 🔍
#gamedev #indiedev #unity3d
This year I'd like to improve my Technical Artist skills. Mainly shaders, rigging and VFX.
I've gained some of these skills while making PaperKlay, pipeline and tools efficiency. Ways to speed up the workflow.