Unity ShaderGraph Procedural Skybox (Tutorial) Create the sun and the sky, And the stars and the clouds, Add them all up, And turn day into night 0.Introduction Turns out..it's surprisingly easy to start creating your own custom skybox shaders with Unity + ShaderGraph... In this tutorial we'll build up a fully customisable skybox by creating... Continue Reading →
Working on some emission textures and materials for my iOS AR tank game project: #TankBlazeAR with #unity3d #Illustrator and #b3d
Software Photoshop (Image editing/pixel drawing application) http://www.adobe.com/photoshop Illustrator (Vector graphics and illustration application) http://www.adobe.com/illustrator GIMP (Free photo editing/pixel drawing application) gimp.org InkScape (Free vector graphics and illustration application) inkscape.org Corel Painter (Pixel drawing/painting application) painterartist.com Corel Draw (Vector drawing application) coreldraw.com Unity (Free game engine) unity3d.com Sculptris (Free beginners 3D modelling application) pixologic.com/sculptris Blender (Free professional 3D... Continue Reading →
Since the last update I have made a lot of changes to TDX-2. I took a step back from the multiplayer part of the game and instead focussed on getting the pathfinding and the AI agents movement behaviour right. For the navigation of the ai agents in the game i made the choice to go... Continue Reading →
For a couple of weeks now I have been working on creating a tower defence singleplayer+multiplayer game. The plan is to develop it for Windows and MacOS first and then hopefully later (when I can afford a good VR development workstation:)) turn it into a VR game as well. For this game I was mostly... Continue Reading →
In my last post I showed a couple of screenshots from my Unity configurable joints, direct blend trees and physics experiment. I thought it would be nice to make a playable WebGL build and host it on my experimental Raspberry Pi hosted blog. Feel free to try it out and please let me know your... Continue Reading →
Screenshots from a experiment with Unity, Configurable joints, Direct blend tree's and a Korg MIDI Controller. With the MIDI Controller I can control multiple Animator parameters (and other variables) at the same time, with real physical sliders!
Screenshot of the Tankmanious main menu scene version 1 Flipping UI canvas system For the Tankmanious main menu screen I wanted to develop a UI system that uses Unity's 'world space' canvas system, because I love the idea of information screens magically floating around having a position in 3D space instead of being flat and right... Continue Reading →