If there’s a genre that has been abused way too much, it has to be sport games. Nintendo WiiU, PS Move, Kinekt, VR… what happened to the good, old keyboard? Triband finally put a twist on sport games with Keyboard Sports.
This post shows how to use arrays and shaders in Unity 5.4. Back in January I already covered this topic in an article called Arrays & shaders: Heatmaps in Unity. My original approach exposed an undocumented feature that allowed to pass arrays to shaders. Since then, Unity 5.4 has introduced proper support in its API. This tutorial replaces the previous article. If you have read the previous tutorial, you do not need any changes to your shader code and you can skip to Step 2.
Tiny Bubbles | Stu Denman | website
Of the reasons why there are so many platform games out there, is because making them has been pretty much standardised. There are hundreds of tutorials on how to clone Super Mario; but there’s no tutorial on how to create a game like Tiny Bubbles. Developer Stu Denman has crafted his own bubble simulation, giving life to something truly unique. Pressure, surface tension and even curved reflections: all those features that you would expect are perfectly captured in Tiny Bubbles. Stu has been very open about the development of the game; if you’re interested in knowing more about the techniques used to create bubbles, you can check here, here and here.
This tutorial will recreate the 3D printer effect seen in games such as Astroneer and Planetary Annihilation. It’s an interesting effect that shows an object in the process of being created. Despite looking simple, there are many challenges that are far from being trivial.
- Introduction: A First Attempt
- Part 1. Unlit Shader Surface
- Part 2. Passing Paramters to the Lighting Function
- Part 3. Extending the Standard Lighting Function
This is a two part tutorials:
- 3D Printer Shader Effect – Part 1
- 3D Printer Shader Effect – Part 2