Physics-like behavior in Airspace Defender . Physics-driven Action In gamedev, the word "Physics" often refers to the black box api which comes with every modern game engine. You assign a physics component to an actor, and now it has a center of mass, and a velocity, and so on. One of my earliest games was an attempt to make a physics-driven combat simulator, and I learned a tough lesson --…
A feature prototype (for Airspace Defender ) created entirely with Unity Canvas Rendering. Game UI Generalities Before we begin, I want to establish a few facts about UI rendering, and Unity's UI approach in particular. First is that there are 2 general approaches to UI: Immediate Mode (Simple), where the application constructs the UI with draw commands each frame Retained Mode (Flexible), where…
A procedural field of hexes ( shader link ). Introducing Proximity You are making a turn based strategy game with a hexagonal landscape. To get started, you whip up a procedural hex renderer. You decide you want to have spaces between the hexes, and need to detect whether the user's mouse is in a hex or a space. Oddly enough, the proper execution of any of these 3 ideas requires a mathematical…