Category: Uncategorized

  • Car Paint Shader: Thin-Film Interference

    Car Paint Shader: Thin-Film Interference

    This post completes the journey started in The Mathematics of Thin-Film Interference, by explaining how to turn the equations previously presented into actual shader code. You can find the complete series here: A link to download the Unity project used in this series is also provided at the end of the page.

  • The Secret Behind Valve’s Flickering Lights

    The Secret Behind Valve’s Flickering Lights

    This article will explore the origin of the popular flickering light effect, seen across many of their titles including “Quake”, “Half-Life”, “Half-Life: Alyx” and “Portal”. A Unity package to use this very effect can be download at the end of the article.

  • Implementing Catenaries for Games

    Implementing Catenaries for Games

    This is the second part of the series dedicated to the catenary, the mathematical object used to model hanging wires, cables and chains. This post will show how to implement catenaries in a game engine like Unity. You can find the Unity package to create catenaries in Unity at the end of the post.

  • The Mathematics of Catenary

    The Mathematics of Catenary

    Many modern games feature hanging wires, cables and chains; this series of tutorials will explore the mathematics behind their shape, which is known as catenary. You can find the Unity package to create catenaries in Unity at the end of the post.

  • A Journey Through the Atmosphere

    A Journey Through the Atmosphere

    This post describes how to model the density of the atmosphere at different altitude. This is a critical step, since the atmospheric density is one of the parameters necessary to correctly calculate the Rayleigh scattering. You can find all the post in this series here: You can download the Unity package for this tutorial at…

  • “0RBITALIS” – DevLog #4 // #GamerDisco

    One of my favourite recurring events in London surely is Gamerdisco. After having showcased ACCELERUNNER few months ago, I came back with the final release of 0RBITALIS. Being a game developer for quite a few years, it’s not uncommon to meet YouTube-rs and Let’s-Play-ers. But I surely wasn’t expecting to find TomSka, Bertie Gilbert, Sammy Paul, Dean Dobbs, Elliot Gough and few others attending. Shame…

  • “0RBITALIS” – DevLog #1

    Since its first version, 0RBITALIS has come a long way. A way that is heading towards Steam. After Rezzed, the game will be available on Early Access and I do hope that even the players who tried the original version will like the new one. There are lot (I mean… LOT!) of changes. And surely…

  • Indie Game: The Meetup

    This weekend I had the amazing chance of presenting “Still time” at “The Warwick” for the “Indie Game: The Meetup“, a rather informal event to help developers showing off their games. The place was really amazing, even though it has become really overcrowded over the night. As always, chocolate biscuits were freely available to all…

  • Indie Games Expo 2012

    The “Indie Games Expo 2012” is an exposition of contemporary indie-ish games organised by Samuel Thomson in South London and that took place in the V22 Studios. It was my pleasure to had the chance to present both “RAPTUS” and the prototype of “Still time”. The most interesting part of the expo was surely Ed Key‘s talk and…

  • Protected: 5 common mistakes in Unity

    There is no excerpt because this is a protected post.