Hex Map 5.4.0 New Map Generator
Version 5.4.0 of the Hex Map project.
C# and Shader Tutorials for the Unity Engine
Version 5.4.0 of the Hex Map project.
Version 7.0.0 of the Custom SRP project.
Version 5.3.0 of the Hex Map project.
Version 6.2.0 of the Custom SRP project.
Version 6.1.0 of the Custom SRP project.
Version 5.2.0 of the Hex Map project.
Version 5.1.0 of the Hex Map project.
Version 5.0.0 of the Hex Map project.
Version 6.0.0 of the Custom SRP project.
Version 5.1.0 of the Maze project.
Version 5.1.0 of the Custom SRP project.
Version 4.1.0 of the Hex Map project.
Version 5.0.0 of the Maze project.
Version 5.0.0 of the Custom SRP project.
Version 4.0.0 of the Hex Map project.
Version 4.0.0 of the Maze project.
Version 4.0.0 of the Custom SRP project.
Version 3.2.0 of the Custom SRP project.
Version 3.0.0 of the Maze project.
Version 3.1.0 of the Custom SRP project.
Version 3.4.0 of the Hex Map project.
Version 3.0.0 of the Custom SRP project.
Version 3.3.0 of the Hex Map project.
Version 2.5.0 of the Custom SRP project.
Version 3.2.0 of the Hex Map project.
Version 2.4.0 of the Custom SRP project.
Version 3.1.0 of the Hex Map project.
Version 2.3.0 of the Custom SRP project.
Version 3.0.0 of the Hex Map project.
Showing off the Tone Mapping scene. Version 2.2.0 of the Custom SRP project.
Red guarding yellow. Some wall corners are beveled. Version 2.2.0 of the Maze project.
When maps get multiple continents you start caring about memory usage. Version 2.3.0 of the Hex Map project.
How it all started. Version 2.1.0 of the Custom SRP project.
Determining which cells to render, skipping most of the maze. Version 2.1.0 of the Maze project.
Showing off improved visuals. The Hex Map project has gotten its own webpage and each release its own tutorial. Version 2.0.0 URP . Version 2.1.0 Code Cleanup . Version 2.2.0 Cell Visuals Upgrade .
The Particles scene demonstrates reading color and depth. Version 2.0.0 of the Custom SRP project.
FXAA was the last feature covered by the tutorial series. Version 1.0.0 of the Custom SRP project.
Navigating through bouncing and exploding balls. This is the seventh tutorial in a series about prototypes . In it we will create a simple 2D ball-shooting action game.
Tiles waiting to be matched. This is the sixth tutorial in a series about prototypes . In it we will create a single match-3 game.
Creating and walking along paths. This is the fifth tutorial in a series about prototypes . In it we will create a game about constructing paths by placing square tiles.
Navigating a maze while being chased by glowing cubes. This is the fourth tutorial in a series about prototypes . In it we will create a grid-based maze which we'll navigate via a first-person point of view, while being chased by agents and seeking a goal.
Running across a skyline. This is the third tutorial in a series about prototypes . In it we will create a side-scrolling endless runner game.
Hex Map Project. The Hex Map project has reached version 2.2.0 , which introduces a few visual improvements.
Revealing all cells while trying to avoid mines. This is the second tutorial in a series about prototypes . In it we will create a game about sweeping mines.
Hitting a square ball with paddles in a square arena. This is the first tutorial in a series about prototypes . In it we will create a simple Pong clone.
Hex Map Project. The Hex Map project has reached version 2.1.0 , which has refactored code and new code documentation. It brings the code up to more modern standards and paves the way for future changes.
3D simplex noise applied to a geo icosphere with particles flowing across its surface. This is the sixth tutorial in a series about pseudorandom surfaces . In it we will add a particle system that flows across our surfaces.
3D simplex noise deforming a geo icosphere. This is the fifth tutorial in a series about pseudorandom surfaces . In it we will add support for deformed spherical surfaces, using noise to adjust the sphere radius.
Hex Map Project. The Hex Map project has reached version 2.0.0 , which switches from Built-in RP to URP.
One octave of 2D smooth Voronoi Worley noise. This is the fourth tutorial in a series about pseudorandom surfaces . In it we will calculate derivatives of Voronoi noise.