Hello again! The code for the latest version of the Geographical Adventures project is already up on the github repository, but I wanted to share the files for two little experiments here. The first one is actually from the previous episode, but I've had a few requests for it recently -- it's the experiment using real-world wind data from 2022-05-02 09:50:16 +0000 UTC
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Hello! Here are the Unity project files for the latest video. In case you missed it, the video is out over here :)
For anyone interested in actually playing the game (although it's really not much of a game at the moment), the controls are as follows: Turn the plane using the A/D keys. Press 1, 2, or 3 to select the country/city you want to deliver to. Once you've arrived, press spacebar to drop the pack...
2021-11-01 20:12:21 +0000 UTC
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Hello! I've recently been playing around with foxes and rabbits in a simple little ecosystem. The rabbits munch on the plants, and the foxes, naturally, on the rabbits. The idea was to give the rabbits different traits, and then see how those changed over time to adapt to the environment.
I know it's been quite a while since I last made an actual tutorial -- I've been so caught up in these 'coding adventures'. I hope you've been enjoying the content nonetheless, but I'll try make some ...
2019-06-10 11:23:58 +0000 UTC
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Hello! You may have seen my coding adventure video on hydraulic erosion a little while ago... Today I spent some time turning it into a little demo with some parameters to play around with. Hope someone will find it interesting :)
You can give it a try here if you'd like: https://sebastian.itch.io/hydraulic-erosion
2019-05-27 18:08:39 +0000 UTC
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Hello! I'm not sure if this is of any use to anyone in its current unfinished form, but since I'm not working on it at the moment and have had a couple queries about it recently, I thought I'd share the code.
It's essentially just 6 quadtrees (one for each face of the cube that gets morphed into the planet), plus some extra on top for handling the neighbours of quads across those separate faces. For example in the top-left image the black quad is the currently selected one, and then in...
2019-04-04 15:50:55 +0000 UTC
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Hi everyone, I've been working for a little while on a tool for creating paths in Unity. You can find it on github. If you're interested in learning how something like this is made, it's based on my old series on bezier curves.
I'm sorry the uploads have been a bit sparse the past few months, but thank you all so much for the continued sup...
2019-01-26 17:07:16 +0000 UTC
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Hello! I've been working on a level of detail (LOD) system for the procedural planets series. It's still a ways away from completion, but I thought I'd update you on my progress.
The first thing I wanted to get working was a 'spherical quadtree' (SQT) – essentially just 6 quadtrees making up a cube, which can then be mapped to a sphere.
I began by creating an SQT and Quad class. Quad implements a fairly standard
2018-09-04 08:19:22 +0000 UTC
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Hello, sorry for falling off the radar again recently! But I'm back now with a new procgen series, this time on generating planets. I hope you'll find it interesting :>
In other news, I'm changing the reward tiers. Patrons pledging $8 or more will now have early access to new tutorials (probably a few days to a week early). However, I'm removing the tiers for getting support on personal projects, since I unfortunately don't have time to respond in a timely manner at the moment.
2018-08-16 23:01:46 +0000 UTC
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Hello everyone! Sorry for the dearth of content towards the end of last year, but I intend to make up for that this year.
I uploaded 7 new videos in January – finishing the gradient editor series, adding a two-part 'programming practice' series on making a sliding block puzzle game, and starting a Bézier curve editor series.
The main thing I'm struggling with at the moment is balancing ongoing series with fresh content. I know it's terrible of me to leave viewers (who have invested co...
2018-02-04 20:32:23 +0000 UTC
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Hi everyone, these past two months I've mostly been working on Blender tutorials for the graphics half of the RPG series (it being a collaboration with Brackeys, who is covering the programming end of things).
So far the series has covered modeling, rigging, and animating a low poly character. This is admittedly ground which I have covered before in other series, but I think I was able to improve a lot on those previous attempts. Next up in the series is clothing, armour, and weapons (as well ...
2017-09-01 20:11:20 +0000 UTC
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Hi everyone! These past two months I released 6 new videos: the first 4 were in the procedural terrain series, covering optimization, refactoring, and fixing the gaps between different LOD meshes; while the second two were part of a new series on gamedev maths, and covered the problems of distance from point to line, and point inside triangle check.
I have some vague plans for a series on different algorithms, and the maths series will act as a reference for that. (Let me know if there ar...
2017-07-01 13:12:42 +0000 UTC
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This month I released 4 new episodes for the 'intro to gamedev' series. The first was on trigonometry, and the rest covered a simple stealth game prototype. There's still a lot more I want to cover in this series, but I think it's at a fairly good stopping point for the moment. So 'intro to gamedev' will be taking a break for the next few months while I complete some of the series I've been neglecting recently.
I also participated in Ludum Dare 38 this month, and released a behind the sce...
2017-05-03 11:09:34 +0000 UTC
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I released three new videos this month for the intro to gamedev series: arrays and lists, loops, and coroutines.
In the past I've always worked on multiple projects simultaneously, trying to keep all the different series up to date. This has been a bit of a headache, however, and I've still managed to fall very behind on some of them.
Going forward I'm going to be working on just one series at a time. The current plan is to finish the intro to game dev series over the next two months, a...
2017-04-04 09:53:01 +0000 UTC
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Hello!
I created 4 new videos in February: threading for the A* pathfinding series, camera shake, and two intro to gamedev episodes covering value vs reference types, and raycasting.
Thank you all for the continued support.
2017-03-03 14:17:47 +0000 UTC
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Hi everyone,
In January I released a measly two videos (sorry). These were both updates to the A* pathfinding series, which added the ability to smooth out the paths that units take.
I should be back to my regular upload schedule (~4 videos per month) in Feb.
Thank you all very much for the support here!
2017-02-03 16:59:28 +0000 UTC
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Hi everyone, a quick overview of December...
I was finally able to record and release the first two episodes of the procedural terrain shader. It will probably take another two or so to finish it off.
I also uploaded the ninth Character Creation episode (collisions and jumping), and revived my old A* pathfinding series with a video on creating smooth weights using the box blur algorithm.
Thank you all for the support, and happy new year!
2017-01-01 16:38:37 +0000 UTC
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Hi everyone.
I released 4 new videos this month — one new character creation episode, and a 3-part (potentially more in the future) series on the kinematic equations.
Last month I promised there would be a new procedural terrain episode, so I apologise for not delivering on that. (excuse: the kinematics episodes were much more editing-heavy than I anticipated).
Anyway, in December you can expect at least one episode on the procedural terrain shader (probably two), as well as some...
2016-12-01 12:44:48 +0000 UTC
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Hello!
In October I released 4 new videos for the "Blender to Unity character creation" series. The character is now actually in Unity (hooray), and work has begun on the controller script. The short-term plan is to finish the controller, add jumping animations (most likely with some advanced-ish stuff like detecting which leg is forward so that the jump looks natural), and then to go over a few things like animation masks/events/retargeting and Unity's ik system.
I've had a part...
2016-11-02 19:24:29 +0000 UTC
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Hi everyone.
Most of my time this month went into writing the above terrain shader. This was my first serious foray into the world of shaders, and I found it to be a pretty steep learning curve. The end result is perhaps not quite as impressive as I had hoped, but this will at least act as a good base on which to improve. And with the addition of trees, rocks, and other assets, the terrain should start looking a lot less barren.
This month I also released a new epis...
2016-10-01 09:58:57 +0000 UTC
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Hello everyone, thank you for another month of support. In August I released 3 new videos. The first two formed a 'mini-series' on delegates and events (also briefly touched on lambda expressions), while the third covered the handling of collisions in the procedural landmass series.
I spent a lot of time this past month working on spherical terrain generation, and learning more about writing shaders.
2016-09-01 09:42:16 +0000 UTC
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Early this month I finished the first of several mini-projects (the "falling block" game) for the introduction to gamedev series. This series will continue at some point with episodes on arrays, loops, and coroutines.
The main release this month was a new character creation series in Blender. The character has been modelled and rigged, and in future episodes will be animated, textured, and brought into Unity. Once completed, the character will then be used for the 3rd person contr...
2016-08-01 16:46:42 +0000 UTC
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Hi everyone, sorry for this update arriving rather late...
In June I released 5 videos: 3 episodes of the Introduction to Game Development series, a Procedural Landmass episode, and, after more than a year, an update to the 2D platformer series.
Progress has been a bit slow of late, due to elusive bugs in both the platformer and 3rd person controller projects stealing a lot of my time. I have, however, started recording a new Blender character creation series for relative beginne...
2016-07-14 07:22:08 +0000 UTC
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Hello, just a quick update on what I've been up to this past month.
I've been working on a 3rd person character controller, which will be the focus of a fairly advanced series that follows on from the character creation series I mentioned in my last post. I've just finished handling camera collisions, and am now in the process of implementing an obscurance system. If the player is obscured by an object, the camera should rotate (or zoom as a last resort) to keep the player in sight.<...
2016-06-01 16:24:20 +0000 UTC
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Hi everyone!
I'm starting this monthly write-up to recap the videos I've uploaded in the past month, and talk about some of the things I've been working on for the future.
I released one new instalment to the Procedural Landmass series, showing how to get terrain chunks to line up without seams. I'm working towards an episode on creating a shader for texturing the terrain mesh. Unfortunately I've had practically zero experience with shaders up to this point, so it's been ...
2016-05-03 08:59:24 +0000 UTC
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