Unity’s Scriptable Render Pipeline represents a great advance on the way that unity deals with graphics, giving more power to the users to customize the pipeline the way they want....
Read MoreContinuing the posts of stuff that I should have posted last year but for some reason didn’t. Here, some (not deep) thoughts on Cook-Torrance and lookup textures.
Read MoreLast year I tweeted this and it reached a quite large audience. I decided then to transform that thread in this post. This is basically a copy and paste with...
Read MoreContinuing the series about crowd simulation that I started in this post, today I’ll talk about the A* (A-Star) algorithm. The A* can be thought as a global path planner...
Read MoreA friend once asked me how he could draw a mesh on a line using Unity, or, in other words, create his custom line renderer. This post is about that....
Read MoreLet’s assume that you are using the Blinn-Phong shader from this post and at some point in your game you don’t want to use the specular contribution for some reason....
Read MoreThis post is the first of a series about crowd simulation. “Why crowd simulation specifically ?” one might ask. And I say it’s because I studied crowd simulation for several...
Read MoreToday I’m going to teach you how to cook a Blinn-Phong. There are days when you want to eat a fancy, tasteful PBR dish, but sometimes you are hungry and...
Read MoreWhen you are developing a game, no matter what is your target device, you’ll want to save draw calls in order to be able to keep pushing more stuff into...
Read MoreA few months ago I posted two articles on gamasutra about some techniques and tricks used in Angest for GearVR. Using those helped us to achieve the good graphics and...
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