Author Archives: spiderlili

Essential Game Maths: Sine Waves

How are Sine Waves useful? Sine waves is a fascinating mathematical phenomenon. They are useful for repeating behaviours and animating things over time – simply use the amount of seconds passed since started the game as input for sin function.  Because of their

Essential Game Maths: Sine Waves

How are Sine Waves useful? Sine waves is a fascinating mathematical phenomenon. They are useful for repeating behaviours and animating things over time – simply use the amount of seconds passed since started the game as input for sin function.  Because of their

A guide to different noises for generating textures and landscapes

The noise can be modified for different uses simply by calculating the absolute value or the sine of the noise.   Different types of noise Value Noise The simplest noise comes from pseudo random generators – this gives incoherent white

A guide to different noises for generating textures and landscapes

The noise can be modified for different uses simply by calculating the absolute value or the sine of the noise.   Different types of noise Value Noise The simplest noise comes from pseudo random generators – this gives incoherent white

A Comprehensive Overview on VR(Virtual Reality)

Here’s an overview of the various platforms, tools and products as an introductory guide to the world of VR. What is VR? VR(Virtual Reality) replaces the real world around you with completely computer generated simulation of a 3D environment. VR

A Comprehensive Overview on VR(Virtual Reality)

Here’s an overview of the various platforms, tools and products as an introductory guide to the world of VR. What is VR? VR(Virtual Reality) replaces the real world around you with completely computer generated simulation of a 3D environment. VR

360-degree videos and images in Unity

Import the 360-degree video into Unity as an Asset. Create a Video Player by dragging the video asset to the scene hierarchy Render the video to a Render Texture for precise display control: create a Render Texture from the Assets->Create.

360-degree videos and images in Unity

Import the 360-degree video into Unity as an Asset. Create a Video Player by dragging the video asset to the scene hierarchy Render the video to a Render Texture for precise display control: create a Render Texture from the Assets->Create.

Shader study: Ocean waves using Scrolling textures

Test Scene using Standard Unity Environment Assets: By moving textures across the surface of an object, interesting fluid effects like moving waterfalls and lava can be created. This is one by updating UV values so they scroll across the surface

Shader study: Ocean waves using Scrolling textures

Test Scene using Standard Unity Environment Assets: By moving textures across the surface of an object, interesting fluid effects like moving waterfalls and lava can be created. This is one by updating UV values so they scroll across the surface

The most useful Maya shortcuts, tools and project settings

Goal: Master the keyboard shortcuts to maintain the flow. Maya keyboard Shortcuts Manipulation Q hide manipulator tool W translate E rotate R scale G redo the same tool Viewing modes 4 wireframe mode 5 shaded mode 6 textured mode 7 lit

The most useful Maya shortcuts, tools and project settings

Goal: Master the keyboard shortcuts to maintain the flow. Maya keyboard Shortcuts Manipulation Q hide manipulator tool W translate E rotate R scale G redo the same tool Viewing modes 4 wireframe mode 5 shaded mode 6 textured mode 7 lit

Shader Cheat Sheet

Lambert and BlinnPhong struct SurfaceOutput { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Alpha; // alpha for transparencies

Shader Cheat Sheet

Lambert and BlinnPhong struct SurfaceOutput { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Alpha; // alpha for transparencies