A small Unity3D game I started creating recently. Features custom character controller and several interesting transparent materials. It will get more fascinating as I come up with new ideas to employ the non-orthodox game physics. Game created in Unity Indie. All geometry and textures were created in Blender.
Probably final this time 😉 I was trying to find a compromise between speed and quality and came up with an idea of triangle-based cubic interpolation. Fortunately it turned out that such beast already existed – http://cran.r-project.org/web/packages/akima/. It’s several times faster than Natural Neighbour and gives better results than Linear […]
So first of all, I’ve fixed a little bug in the water flow shader which basically inverted one of the texture coordinates and made all of the flow animations look weird or just wrong. This is how the flow map from my last tutorial looks in action now: And it’s […]
So this is how I attempted to create my own flowmap: 1) Took a screenshot of the scene from above: 2) Using GIMP, performed edge detection using Sobel size 3 filter 3) Performed Dilation 3 times. 4) Performed Brightness/Contrast adjustment, setting Brightness to 126, contrast to 127 5) I loaded […]
Using the following two-pass shader I was able to get realtime water reflections in Indie/Free Edition of Unity 3D: The shader was based on some other shader demonstrating light computations in Unity3D. I added the second pass, made a mirror reflection of geometry against water and switched face culling to […]
After doing basics in Blender, my original plan was to teach my student how to port those games to GameKit and have them running on iOS and Android and earn some bucks, but in the end I’ve figured that it’s not reasonable to stick to open source tools. Unity3D is […]