DevLog Update – The City, Optimization, and Trees
Started working on a level which I’m calling “The City” for now. Got a few architectural elements that… Continue Reading
Started working on a level which I’m calling “The City” for now. Got a few architectural elements that… Continue Reading
Happy Thanksgiving, friends! I think I’m finally getting the hang of lightmapping in Unity. It really makes a… Continue Reading
Spent today and yesterday fine-tuning various puzzles that use color-change beams and dispenser cubes. Mostly this involved replacing… Continue Reading
Today was not as productive as I hoped it would be. I spent the first part of the… Continue Reading
It’s been a busy, but very productive week for development. Here are some new screenshots!
Created a shader to spice up the gravity shifting effect in Relativity. check out the improvements: New Version:… Continue Reading
This is a continuation of a series of posts on shaders: Part 1, Part 2. In the previous… Continue Reading
This post is a continuation of an earlier post: Unity Shaders – Depth and Normal Textures (Part 1).… Continue Reading
This is Part 1 of a 3 part series on working with depth and normal textures in Unity.… Continue Reading
I’m starting to work on making Relativity look good, and that basically translates to writing shaders. It was… Continue Reading