12
2012
Using Windows MessageBox(“test”)
Need to make a FileDialog popup for standalone exe, for selecting image files. Atleast got MessageBox working now.. Webplayer: Doesnt work on webplayer.. Info: – Copy “System.Windows.Forms.dll” into Assets/Plugins/ folder – Then use it from script:
12
2012
Improved Perlin Noise Algorithm
See this paper, converted to Unity from processing/java, Original author for that: “Improved Perlin Noise Study by Chinchbug , licensed under Creative Commons Attribution-Share Alike 3.0 and GNU GPL license” Its smoother than the normal perlin noise..(but also slower?) Webplayer: http://unitycoder.com/upload/demos/ImprovedPerlinNoise/ Download source: improvedPerlin.unityPackage
7
2012
Verlet Integration
Testing Verlet Integration for Unity, converted from processing/java. (screenshot doesnt look too interesting..) (Verlet Integration Example by Ira Greenberg , licensed under Creative Commons Attribution-Share Alike 3.0 and GNU GPL license) So far the ropelines work fine, looks like realistic physics.. Not sure if I […]
7
2012
Fluidplane / Raindrops
Something similar to the wave map maker, but using different technique. (converted / modified from processing/java, original author Jared “BlueThen” C. – licensed under Creative Commons Attribution-Share Alike 3.0 and GNU GPL license) Still have to fix the colors and try some shaders with that.. […]
3
2012
Diamond Square Algorithm
Converted Diamond Square Algorithm / random midpoint displacement fractal from Processing (original by “Justin Seyster”) to Unity C#. *See also related forum topic. Release#1: – Color32 array with SetPixels32() (instead of plotting each pixel at a time..) – Replaced “/2” with “*0.5f” (supposed to be […]
2
2012
Hairy Ball with Cloth
Ball with instantiated cloth pieces at vertices. (doesnt look like hair actually..but maybe if the cloth pieces are smaller) Starts to get slow with >100 cloth objects..but looks interesting.. Ideas: – Nice effect if you put upwards force to the cloths, it starts floating the […]
27
2012
Shadow Casting + Convex Hull = More Fake Shadows
Combine Simple Shadow Casting & Monotone Chain Convex Hull and you have…more fake shadows for unity indie!!1 Works fine for a box..should try the teapot next. Details: – Calculate vectors from the light, through every vertex in target object, lengthen the vector until reach ground […]
26
2012
Monotone Chain Convex Hull Algorithm
Finally got atleast some 2D convex hull algorithm working.. this one is converted from those Java & Python versions. Converted the java version first and it kept giving strange results, then took the sub() from python and it worked rightaway.. Now can try this for […]
25
2012
Fake Shadow Ideas: Using Particles as Light Photons?
This is quite an early test.. what if you use particles as “light photons” ? Then no need to do raycasting? Current features: (main screenshot) – Shuriken particle system, Shape: Cone, angle:90 – Collision planes on those white boxes (uh..shuriken doesnt support “world collisions”, only […]
24
2012
The Return Of The Fake Vertex Shadow
Yay..more realtime fake shadows, using similar technique like this old fake vertex shadows test Features: – VertexLit shader with texture – Linecast each vertex towards light, if we can reach light, then lets shine, otherwise stay dark.. – In the webplayer, 15 vertices are scanned […]
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