20
2013
Fake Circular Shadow Casters
More fake shadow tests.. (currently works from one direction only) Info: – Lets say all of your shadow casting objects are spheres/circular, then we could calculate what area is not visible based on the distance & angle from the player to spheres (or so I […]
15
2013
Bounding Sphere for 3D Points
While looking into this 2D shadows topic, converted this BoundingSphere code to unity (actually it wouldnt need to be in 3D..) This could be also useful for creating & resizing sphere colliders.. It resizes the sphere, so that all the vertices fit inside. (for some […]
13
2013
Tropical Paradise Demo to Unity 4.0
Old Unity Island Demo Project To Unity 4.0 *2021: Check this repo https://github.com/mstevenson/UnityIslandDemo ** unity 2022 LTS: https://github.com/Jocyf/IslandDemo Download project from : http://unity3d.com/support/old-resources/example-projects/islanddemo *link seems to be broken** new link: http://www.mediafire.com/file/288o87oo8aejjyn/IslandDemo.zip Unzip it Open project Upgrading.. Yes Fix now.. Yes Fix now.. Yes Open islands […]
28
2012
Fake Soft Shadow Shader
Using metablob shader, where sphere positions are linked to the objects that you want to cast spherical shadows (shader is on a plane, where blend mode set to multiplicative) Webplayer: http://unitycoder.com/upload/demos/BlobShadowShader1/ Download source: coming later..
15
2012
Photon Multiplayer Scene
Simple steps for making your own top-down multiplayer scene from the Free Photon AngryBots Example Start: – Download this: http://u3d.as/content/exit-games/photon-angry-bots-demo/2i9 – Import it to a empty project – You need to register for the free account: http://cloud.exitgames.com/– Then from your account, Application Dashboard, you need […]
9
2012
Enemy Visibility Cone (idea)
Testing one visibility cone idea for enemies. (later will check what other solutions there are..) Code: If enemy stays inside blue trigger area (attached to player) then If enemy view angle is towards the player (within view angle range) then Do Linecast(s) to player bounding […]
28
2012
Sea Surface Shader (test)
One more water shader test.. Its almost default specular shader with normal map(s) and “bottom texture”.. Webplayer: http://unitycoder.com/upload/demos/SeaSurface3/ Download source: coming later..
24
2012
World Machine Terrain Test
Some World Machine terrain heightmap + textures on Unity terrain (doesnt look good at near distance) Seems quite low resolution? Using default specular terrain shader. Maybe some of these shaders would be better, http://forum.unity3d.com/threads/146808-ats-Colormap-terrain-shader-RELEASED Check the new test also: http://unitycoder.com/blog/2013/02/21/terrain-test-2/ Webplayer: http://unitycoder.com/upload/demos/TerrainTest1/ Download source: later.. […]
15
2012
Falling Trees (test 2.0)
There is some interesting topic on the forums about falling trees.. I wonder how it could be done.. Other ideas & links: – Verlet integration stuff? (kind of soft body/bending branches) – This kind of constraints : http://codeflow.org/entries/2010/sep/01/hard-constraints-easy-solutions/ – Someones UDK breakable trees fail test […]
13
2012
Place Objects on Space With Mouse
If you want to instantiate objects on empty space, you cannot use Raycasts (no colliders to hit). But you can use ScreenToWorldPoint() with adjustable distance from camera. (Or you could put invisible collider there..and if you need to adjust distance, move the collider..) Webplayer: http://unitycoder.com/upload/demos/PlaceObjectsOnSpace/ […]
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