Category: C#

  • Impossible Geometry: Non-Euclidean Cubes

    Impossible Geometry: Non-Euclidean Cubes

    This tutorial will teach you how to create non euclidean cubes in Unity, giving the illusion that each face is a door onto another dimension. This post is part of a series of tutorials on impossible geometries. This effect can be seen in many game, most notoriously Antichamber which uses it extensively. You can download the Unity package here.

  • How to Write Native Plugins for Unity

    How to Write Native Plugins for Unity

    Unity has the ability to import pieces of code written (and compiled) in other languages; they are called Native Plugins, and this tutorial will teach you how to build them. Source codes:

  • How to generate Gaussian distributed numbers

    How to generate Gaussian distributed numbers

    In a previous post I’ve introduced the Gaussian distribution and how it is commonly found in the vast majority of natural phenomenon. It can be used to dramatically improve some aspect of your game, such as procedural terrain generation, enemy health and attack power, etc. Despite being so ubiquitous, very few gaming frameworks offer functions to generate numbers which follow…

  • Console debugging in Unity made easy

    Console debugging in Unity made easy

    One of the most interesting feature of Unity is the ability to extend its editor and standard components. This has allowed developers all around the world to create amazing extensions which dramatically improve Unity’s usability. And, in some cases, compensate for its shortages. A very intriguing feature which is not-so-well known is the ability to customise the messages in…

  • Extension methods in C#

    Extension methods in C#

    Following the heritage of C++, C# comes with a number of powerful features which can either be used to massively improve your code …or to make it completely unreadable. In this post we’ll discuss a technique to add new methods to already existing classes. Yes, even classes you don’t have access to such as Vector3, Rigidbody and even string. Let’s introduce extension methods with…

  • Enum, Flags  and bitwise operators

    Enum, Flags and bitwise operators

    If you’re a game developer chances are you’re familiar with the need to describe different variations of an attribute. Whether it’s the type of an attack (melee, ice,  fire, poison, …) or the state of an enemy AI (idle, alerted, chasing, attacking, resting, …) you can’t escape this. The most naive way of implementing this is…