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Latest posts Space Engineers uses a lot of semi-metallic materials, which gives a sort of "car paint" feel to the armor blocks. However, when showcasing raytracing I would prefer more matte materials, which are more common and our eyes are more used to looking at. With the debug menu added in 2.0.2.47, I can use debug menu settings to adjust these semi metallic materials to be matte while keeping metals still…
Jan 8, 2026 · Landon Townsend All images taken from Marek's Dev Diary. Custom images of gameplay will be captured later, especially after the release of VS2.
Oct 23, 2025 · Landon Townsend The Goal First, the definition of what I was trying to accomplish: rendering with polygons and with voxels are two currently very well...
Feb 9, 2022 · Landon Townsend In order to test the functionality of the systems in Unity's latest release, everyone got into groups and made small games. Our original...
Jan 16, 2022 · Landon Townsend
During my time at unity, before Covid hit, we were given a week of training in the new paradigm meant to improve performance, networking,...
Jan 14, 2022 · Landon Townsend This took around a week to do but it was well worth it. Clicking the "custom function" checkbox will take you to this UI: The proper way...
Dec 6, 2021 · Landon Townsend I wanted to make two blog posts, one dedicated to some of the new built in fractals I added into my fractal program, and one for the more...
Dec 6, 2021 · Landon Townsend I've added some more fractal algorithms, such as Burning Ship, Burning Ship Julia, Distorted Mandelbrot (my own algorithm) and Distorted...
Sep 10, 2021 · Landon Townsend New features: Custom Julia Set position! Input a custom position or middle mouse click anywhere to set the position. Middle mouse click...
Aug 30, 2021 · Landon Townsend I took a week or so break from coding (Guilty Gear Strive is addicting!) but a couple of days ago I got back into working on the fractal...
Aug 25, 2021 · Landon Townsend Features: Multithreading Runs drawing code off the main thread. Drawing code is split into a number of threads (the constant is currently...
Aug 13, 2021 · Landon Townsend I did a few advanced shaders when I was working at Unity during some of my free time in order to test Shadergraph's functionality. Most...
Aug 4, 2021 · Landon Townsend I've been working on this for the last few days. I don't consider any of the code I wrote here to be particularly impressive; it's all...
Jul 28, 2019 · Landon Townsend The first one's a simple animated cloud, made using tessellation and a simple vertex offset along the normal. It uses a 4D Perlin noise...
Jul 28, 2019 · Landon Townsend So this started as an attempt to replicate the Shadergraph "Voronoi" in normal CG shaders, but got a lot more interesting. My main reason...
May 31, 2019 · Landon Townsend I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement. With surface shaders,...
May 25, 2019 · Landon Townsend
Over the past day I made some improvements to my randomly generating terrain tool: New features include: Added Height: raises the...
May 11, 2019 · Landon Townsend I took a break from programming for a little bit and to get back into it, I decided what I wanted to do was get started on learning how...
May 10, 2019 · Landon Townsend This is something that has been bothering me for a while. The majority of billboard particles in games have completely flat intersections...
Apr 16, 2019 · Landon Townsend I spent 6 hours and 10 minutes working with the animator, programming physics, etc. for a character. Everything in this video was coded...
Sep 5, 2018 · Landon Townsend
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