Unity 4D #3: Rendering 4D Objects

This article will explain how to render 4D objects in Unity, using three separate technique: orthographic projection, perspective projection and cross-section.

You can find all the articles in this series here:

A link to download the Unity4D package can be found at the end of this article.

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Unity 4D #2: Extending Unity to 4D

This article will show how to extend Unity to support four-dimensional geometry. This is the second article in a series of four, and the first one which will probably start discussing the Mathematics and the C# code necessary to store and manipulate 4D objects in Unity.

You can find all the articles in this series here:

A link to download the Unity4D package can be found at the end of this article.

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Unity 4D #1: Understanding the Fourth Dimension

This is the first part of a series of articles dedicated to extending Unity from 3D to 4D. In this instalment, we will explore the fourth dimension, from its representations in movies and video games, to its more mathematical and geometrical interpretations.

At the end of the series, you will learn how to create and manipulate 4D objects inside a modern game engine like Unity or Unreal.

You can find all the articles in this series here:

A link to download the Unity4D package can be found at the end of this article.

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The Extended Kalman Filter

This is the third part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will explain how to model non-linear processes to improve the filter performance, something known as the Extended Kalman Filter.

You can read all the tutorials in this online course here:

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Modelling Kalman Filters

This is the third part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will explain how to model processes to improve the filter performance.

You can read all the tutorials in this online course here:

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The Mathematics of the Kalman Filter

This is the second part of the series dedicated to one of the most popular sensor de-noising technique: Kalman filters. This article will introduce the Mathematics of the Kalman Filter, with a special attention to a quantity that makes it all possible: the Kalman gain.

You can read all the articles in this online course here:

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Linear Interpolation

This tutorial will explore one of the most used Mathematical tools in Game Development: linear interpolation! This first post will focus on its Mathematical definition and implementation. The following parts of this series will explore how to extend linear interpolation to non-linear mappings, and how to use them to correct colour curves.

You can find a link to download the C# scripts and the Unity package used at the end of this post.

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Improving Floating-Point Precision in C#

This tutorial continues the journey to understand floating-point arithmetic, and how to improve the precision of modern programming language types.

At the end of this article, you will find a link to download a simple C# library that provides a new type which improves the precision of traditional float and double variables.

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