Category Archives: programming

Made with Unity: D&D Character Viewer app and Character Creation Templates (Scriptable Object)

A D&D Character Viewer app made in Unity with the MVVM design pattern, responsive UI design and technical implementation(C#). A custom Character Template Creator tool for the major classes, generates character profiles and stats stored in the form of scriptable

Made with Unity: D&D Character Viewer app and Character Creation Templates (Scriptable Object)

A D&D Character Viewer app made in Unity with the MVVM design pattern, responsive UI design and technical implementation(C#). A custom Character Template Creator tool for the major classes, generates character profiles and stats stored in the form of scriptable

Linguatrivia – Responsive Website Redesign & Development Project

Project Background Linguatrivia is an interactive quiz by Linguascope – a tool for language teachers looking to organise competitions within their school. Tasks Analyse the http://www.linguatrivia.com website and redesign the home page with the existing content. Re-design the “Linguatrivia” logo

Linguatrivia – Responsive Website Redesign & Development Project

Project Background Linguatrivia is an interactive quiz by Linguascope – a tool for language teachers looking to organise competitions within their school. Tasks Analyse the http://www.linguatrivia.com website and redesign the home page with the existing content. Re-design the “Linguatrivia” logo

Typical Unity + Google VR Setup for Android: Player Camera & Spatial Audio

Prerequisites: Minimum Phone Requirements for Google VR Cardboard on an Android phone requires version 4.1 or higher. Before building the project, change the Player Settings for Android: the minimum API Level must be set to “Android 4.4 Kit Kat”. Google VR has its

Typical Unity + Google VR Setup for Android: Player Camera & Spatial Audio

Prerequisites: Minimum Phone Requirements for Google VR Cardboard on an Android phone requires version 4.1 or higher. Before building the project, change the Player Settings for Android: the minimum API Level must be set to “Android 4.4 Kit Kat”. Google VR has its

Tron style hologram shader – Unity Test

A hologram style unlit shader to control the colour and transparency of the object, manipulate its vertices during rendering to produce periodic flickering glitches. This is achieved by using a sine wave effect in the vertex shader. Clipping is used to

Tron style hologram shader – Unity Test

A hologram style unlit shader to control the colour and transparency of the object, manipulate its vertices during rendering to produce periodic flickering glitches. This is achieved by using a sine wave effect in the vertex shader. Clipping is used to

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

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