Doom I-style level editor in unity

Posted on 2017-05-26 in unity3d • Tagged with unity3d, video, youtube

I've made a level editor for a doom-style game in unity.

Demo video:

I'm currently planning to complete one level for this Doom I style game (meaning 2d map with sprite-based enemies) and then release it somewhere.


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Spaceflight demo uploaded to github

Posted on 2017-05-23 in unity3d • Tagged with unity3d, github

I've uploaded previous spaceflight demo to github.

The repository is available here.

The code is under zlib license.

Images are from NASA.

There's basic support for hierarchical objects, but nothign fancy.

This is all.


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Space flight proof of concept

Posted on 2017-05-22 in unity3d • Tagged with unity3d

This is a proof of concept spaceflight test made in unity 3d.

Planets are modeled to scale. Meaning earth has 6500 kilometer radius, moves at 30 km/s speed, etc. The forces are computed based on newton's formulas of gravity, meaning moon/earth/sun affect each other. Planets orbit each …


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Blight (prototype/demo from 2015)

Posted on 2017-05-17 in unity3d • Tagged with unity3d

This is a video of "Blight" game protoype I worked with in 2015.

Basically, I wrote every script, spell system, AI, inventory (not pictured)... and the music that is playing in background. Wolf model is by Mark Jones.

Here is current page of the project (I'm no longer part of …


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UMA custom race construction in unity 3d

Posted on 2017-04-20 in unity3d • Tagged with unity3d, uma

This is an old video about custom race construction in UMA for unity 3d.

UMA is one of the character customization systems for unity3d and you can grab it from github. Unity asset store also hosts old version of it, but honestly it is outdated and you should just grab …


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Weighted blended transparency in Unity

Posted on 2017-04-19 in shaders • Tagged with unity3d, shaders, programming

A long time ago I uploaded a video showing a WIP approximated order-independent transparency project. Unfortunately, I've run into a few issues, and shelved the project.

Anyway, I decided that it wasn't a good thing that this kind of project is collecting digital dust on my hdd, so I uploaded …


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"Raytraced primitives in unity3d (part 5): distance fields"

Posted on 2016-11-08 in shaders • Tagged with unity3d, shaders, raytracing, distance-fields

After a long pause, I decided to give distance fields a try. Here's result: scene

This is a CSG-based shape. Sphere minus torus minus cube. Positions of the primitives are hardcoded.

Here's the code:

DistanceFields.shader:

Shader "Unlit/RaycastDistanceFields"{
    Properties  {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1 …

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"Raytraced primitives in unity3d (part 4.1): code cleanup"

Posted on 2016-04-13 in shaders • Tagged with unity3d, shaders, raytracing

This is a basic update of previous example.

It is largely the same thing as before:

scene

However, I cleaned up the code.

Basically, I'm thinking about moving from mathematically defined primitives (meaning every figure is defined by a formula) to distant fields which have somewhat simpler definition..

Distant field, basically …


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"Raytraced primitives in unity3d (part 4): casting and receiving shadows"

Posted on 2016-04-12 in shaders • Tagged with unity3d, shaders, raytracing

Alright. I expected this to take less time, but things happened.

Here's what I have right now.

All lights on

Point liights, Point light

spot lights, Spot Light

and directional lights Directional Light

are supported and cast shadows.

Getting there, however, was unexpectedly difficult.

Here's the code. It is in need of some refactoring, but it works.

RaycastObject.shader …


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"Raytraced primitives in unity3d (part 3): lights, shadows and attenuations"

Posted on 2016-04-01 in shaders • Tagged with unity3d, shaders, raytracing

I originally planned to finish and post this on monday. But stuff happened. So here we go.

Here's what I got at the moment: lit scene with point and spot lights

Good news: I got point and spot lights working. Raytraced sphere receives shadows from external sources. Oh, right, cookies and attenuation now works as well.
Bad …


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