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November 7, 2017

fractals, computer graphics, mathematics, demoscene and more

ntro When doing procedural graphics it's always a good idea to add color variation to the elements of the image. From grass blades, to grass clumps, to rocks or trees or hills, all scales of detail benefit from some color variation. In order to achieve this, one can employ different methods of course, but among the cheapest and the most coder-friendly ones there are those based on simple (hard)coded formulas. Usually these color variations will be subtle but important, and can be achieved by employing a color palette that modifies the base color of the element (blade of grass, rock, or whatever it is). A simple addition or modulation (multiply) will suffice - more often than not there's no need…
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April 19, 2017

Extended PlayerPref funtionality for Unity

A lot of beginners becoming the first steps in gamedev industry reaching one problem – why the hell Unity doesn’t store points, money or something else which I gained? Every time you start the game each script will be initialized according to default or values from the gameobject’s inspector. What if we want to persist acquired goods after close the game? Unity built-in class – PlayerPrefs, can give us a hand. I am PlayerPrefs and I am helping PlayerPrefs Class allow us to store 3 simple data types: float int string On the one side it seems to be a small possibilities for us but it’s enough to do basic operations. Data is stored like in associative array – an…
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January 28, 2017

Case Study : ZeroLight – Using unity for high end car visualization.

How ZeroLight uses Unity ZeroLight is a software company that utilises its wealth of expertise to create engaging car brand experiences. With its specialist knowledge in graphics, modelling, materials, & physics, the company provides ultra-realistic, real-time configurable 3D vehicle solutions. The ZeroLight development team are Unity experts and harnesses the engine for multiplatform publishing and fast prototyping, as well as building its own asset creation toolset, advanced lighting pipeline and custom build tools on top of Unity’s core technology. With Unity, ZeroLight has created the world’s leading virtual showroom solution. They are the visualisation partner for Audi and provide bespoke retail solutions for luxury super car manufacturer Pagani. By providing interactive visualization and configuration for world leading brands, they’re influencing…
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app-myGarage-screenshot-004_gal_worlds_full_tcm206-621459
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January 21, 2017

Using Unity for Yamaha Bike Garage

Case Study : Yamaha My Garage. Mobile Bike Configuration Application Short Description Yamaha wanted to provide customers with a bike conifigurator that was engaging and easy to use with realistic 3D visualizations.   What was the Purpose? Question and expectations of the client Yamaha Europe needed a digital tool to provide bike enthusiasts the freedom to customize their rides and efficiently connect them to dealers. Considering the target audience, our aim was to create an experience which was unlike anything else out there. After working with the client for two years to build up their database of 3D assets for all of their bikes, scooters and accessories, it was finally time to develop and launch the first of many interactive applications:…
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playeronrail
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December 16, 2016

Rail-On Mechanism : Foundation of the cinematic Game experience.

Overview A feature of video games in which the manner that the player travels is pre-determined on a line, as if on rails. Many arcade shooters have this feature. The original idea behind this concept is that it allowed a game to feature imagery beyond the technical limitations of the time by using high production value video as a background, combined with limited interactions via traditional graphics for the actual gameplay. A targeting reticle is usually the only thing the player controls in these games. Later on, games continued to use this concept, even when technical limitations were no longer a deciding factor. This was due to the designers wanting a specific experience for the player to engage in, although…
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December 6, 2016

Unity: make your lists functional with ReorderableList

In Unity 4.5 we got a nice (undocumented) built-in tool to visualize lists in IDE. It's called ReorderableList, it's located in UnityEditorInternalnamespace and looks like this: Let's see how to code this beautiful interface in Unity IDE using ReorderableList. Note: Though UnityEditorInternal namespace is public, it seems to be intended for Unity Team internal use (hence the name), it is not documented and might change in future versions of Unity. If you notice an API change please post it in comments section below. Sources: Project sources are on GitHub. Setting up the project Let's pretend that we are making a Tower Defense-like game and need a decent interface for our game-designer to set up waves of monsters for a particular…
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justin-treadu
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December 6, 2016

Give this man a cookie : Canada’s Prime Minister made his own game to promote tech education.

Canadian Prime Minister Justin Trudeau's Twitter account lit up today with a message all too familiar to many indie devs: Mr. Trudeau has made a video game, and he'd like everyone to play it. It was a cute bit of promotion for Hour of Code, the computer science education event masterminded every year by the Code.org nonprofit. While the Hour of Code websites hosts one-hour tutorials (in 45 languages) for coding all sorts of simple applications, game developers may appreciate that the lion's share appear to be game projects, like the one Trudeau modified into a sort of hockey-themed Breakout variant. As it always does, the 3rd annual Hour of Code is taking place this week alongside the annual Computer Science Education Week in classrooms…
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November 25, 2016

Game Maker’s Toolkit

I recently stumbled upon the very good youtube series on the Game Design principles by Mark Brown. It presents a very clear idea for a game I had never heard of, shows the mechanics involved and the benefit to the game design. It’s a clever idea, it’s inspirational. It covered many topics ranging from - How does Half Life teach without tutorials, Capcom's difficulty manipulation system in Resident Evil 4',  Nintendo level designers Form-Follows-Functionality rule. You can find whole playlist embedded here :JTNDaWZyYW1lJTIwd2lkdGglM0QlMjI1NjAlMjIlMjBoZWlnaHQlM0QlMjIzMTUlMjIlMjBzcmMlM0QlMjJodHRwcyUzQSUyRiUyRnd3dy55b3V0dWJlLmNvbSUyRmVtYmVkJTJGdmlkZW9zZXJpZXMlM0ZsaXN0JTNEUExjMzhmY01GY1ZfczdMZjZ4YmVSZldZUnQ3LVZtaV9YOSUyMiUyMGZyYW1lYm9yZGVyJTNEJTIyMCUyMiUyMGFsbG93ZnVsbHNjcmVlbiUzRSUzQyUyRmlmcmFtZSUzRSUwQSUwQQ==Important links : Twitter -  https://twitter.com/britishgaming?lang=en Tumblr : http://gamemakerstoolkit.tumblr.com/ Youtube : https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
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October 9, 2016

Avoiding Shader Conditionals

Having conditionals in shaders can often have a serious performance impact on the code. Compilers can sometimes find clever ways to optimize them away, but if your shader code really does have to branch and perform comparisons the speed can drop off significantly. Following part explains how GPU execute the if-else conditions - "NVIDIA gpus use conditional execution to handle branch divergence within the SIMD group ("warp"). In your if..else example, both branches get executed by every thread in the diverging warp, but those threads which don't follow a given branch are flagged and perform a null op instead. This is the classic branch divergence penalty - interwarp branch divergence takes two passes through the code section to retire for warp.…
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October 1, 2016

Handling variable Dt for the game.

What is game loop : Every game consists of a sequence of getting user input, updating the game state, handling AI, playing music and sound effects, and displaying the game. This sequence is handled through the game loop. Just like I said in the introduction, the game loop is the heartbeat of every game. In this article I will not go into details on any of the above mentioned tasks, but will concentrate on the game loop alone. That’s also why I simplified the tasks to only 2 functions: updating the game and displaying it. Why it need Fix ? The problem with this simple loop is that it doesn’t handle time, the game just runs. On slower hardware the…
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