Today we’re looking into exploring bullet physics. Specifically how to simulate a rigidbody driven projectile. In this video we’re going to solve that problem with a simple and expandable solution that you can tweak to fit any game style you want.
Time for the fun part! In this video we’re going to create a very simple plugin in .NET Core that will allow us to send data directly to Unity using the TCP Client we created last video.
Enter Data Sphere. A new project with a microservice based design all about visualizing data. The design uses Unity’s Particle System to drive the visualization and will use separate applications to deliver the data.
It’s time to open up Mecanim and work on getting our thruster animated. We have two major parts to animate right now fans in the center of the thruster and the iris opening at the bottom.
An Octree is a 3D data structure best used for storing objects based on their 3D positions. They are used in a lot of really cool technology and form the backbone for things like Voxel renderers.
Time to start working on deforming our dynamically generated mesh. We’re going to be working on a physical simulation that deforms the mesh when things hit it.
Time to jump into some of the fun sides of 3D Graphics! In this video we’re going to be figuring out how to build a 3D Plane in Unity with a given number of subsections.
Unity has a number of different joints and other ways to connect Rigidbodies (Spring’s come to mind). We’re going to be exploring how to take advantage of those offerings in order to build a 3D physically simulated rope that we can attach to our grapple gun and eventually swing around space with.
Today we’re going to be doing the initial solution for solving the problem our animated fractal shaders face. How do we connect our animations to specific parts of the animators.
Today we’re going to be exploring C#’s Async and Await functions. To do that we’re going to be solving one of the classical concurrent programming problems.