This article was originally published on GameDevDigest.com
This is the week to focus on some programming! Of course there is the usual plethora of visuals related stuff too, so dig in!
Organic Variety - Making the Artificial Look Natural. This is the seventh tutorial in a series about learning the basics of working with Unity. In it we'll adjust our fractal so it ends up looking more organic than mathematical.
Grass Geometry Shader with Interactivity (Part 2, the editor tool) - Here are finally the 2 scripts that let you paint the grass from the Geometry Grass Shader Part 1 post The first script does the actual painting, the second script is a custom editor
Introduction to Modding Unity Games With Addressables - Use Unity Addressables to make it easy to let users create mods, enhancing the user experience and expressing their creativity through your game.
A Practical Intro to Covariance and Contravariance in C# - I will discuss what it exactly means for a type to be covariant, contravariant or invariant, how are those terms represented via the in and out keywords, the semantics of the so called input and output positions, and how all of this can make our types more flexible and useful.
State machines are wonderful tools - I love when my current problem can be solved with a state machine. They’re fun to design and implement, and I have high confidence about correctness.
GameTune: Introducing reinforcement learning for optimizing the player lifecycle - Across the board, we’ve found that developers have significant interest in using machine learning to fine-tune a game from a truly objective perspective. We built GameTune to do exactly that: to offer a machine learning solution so developers can improve game performance on a scientific basis.
I Made Super Mario 3D But Its Rated M (Kind Of) | Unity 3D - I made Super Mario 3D in Unity M Rated (kind of)...
Making MIND CONTROLLED video games in UNITY! (no hands) - We created some tiny mind controlled games using Unity and NextMind. Find out how this was done in this devlog!
3 Tips for a Juicy Jump (Unity 2D Platformer - Part 3) - Game Juice tips and tricks are what makes our favorite games fun to play. In this video I'll teach 3 tips that will get you 2D Platformer's jump feeling JUICY, and the last tip is surely one that you haven't seen before (At least not in Unity).
Implementing a Bomb Arrow | Prototype Series - In this episode of the Unity Prototyping series, we showcase a prototype that allows players to explode buildings by building a bomb arrow mechanic!
Collectibles - How To Make Chores Fun In Games ~ Design Doc - At first glance, game collectibles might sound like a chore. In some games, they are. But with the right motivation and tools, you can make them a rewarding, worthwhile pillar of any game. Let’s talk about what you can do to make collectibles worth collecting.
How to Move Characters In Unity3d | Character Controllers Explained - Learn the fundamentals of moving Characters in Unity3d with an introduction to character controllers!
Equip weapons using Mesh Sockets and Animation Rigging in Unity [AI #04] - Create a mesh socket system to equip weapons to your character using animation rigging in Unity. Drop weapons by attaching physics to them. Mesh sockets abstract attach points between the character skeleton and scripts.
Shader Graph and C# Interaction! Set Properties from Scripts! âœ”ï¸Â 2020.2 | Unity Game Dev Tutorial - Oftentimes, it's useful to set shader properties from a C# script. In this video, I show how to set property values on a shader created in the URP shader graph. In the process, I create a system that draws colored ripples wherever you click on a mesh.
Ned Makes Games
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Coster-Graphics - Hey All! Some time ago I posted about a small spline-based tank tracks system that I’d built. Because some people asked me personally if they could download it, I decided to do some more work on the code and to create a free package with the updated tracks system and a small demo scene.
DetermineRenderPipeline.cs - I use this method for run-time branching on current render pipeline. Not as ideal as compile-time branching, but at least it gets the job done. I saw this method somewhere in an asset a while ago.
Ming-Lun "Allen" Chou Open Source
2D Pixel Perfect for a crisp conquest in Skul: The Hero Slayer - With 2D Pixel Perfect, the 2D team at Unity wanted to make it easy for creators to produce sharp and clear pixel art of various sizes and scales intended to be displayed on a range of devices. When the team at SouthPAW Games embarked on developing their first pixel art game, Skul: The Hero Slayer, they relied on many Unity 2D tools to help them create this beautiful 2D game.
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