Monthly Archives: June 2013

Writing Shaders 2 : Vertex Lighting

Writing Shaders 2 : Vertex Lighting Last week’s post on shaders covered building a simple, unlit shader with a texture. While unlit shaders render extremely quickly, they are boring, and generally artists are going to want some form of lighting

Posted in Unity3D

Writing Your First Shader

I know many engineers who are interesting in writing shaders, but don’t know where to begin. Shaders, especially in Unity, are a lot of fun to write and work on. Generally when you’re working on a shader it’s for a

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Posted in Unity3D

3D Printing : Unclogging The Hot End

In my last post on 3D printing, I mentioned that the hot end of my 3D printer was clogged up with some red PLA. I got some ideas from asking around on handling this, and I ended up trying the

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Posted in 3D Printing

Short Blogging Break

I’m going to take a short break from my Unity3D blogs for a few days to try and build up a good backlog of topic ideas, as well as keeping myself from burning out. Here’s my current list of topics

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Posted in Unity3D, Unity3D Performance

Building a Custom Resource Loading Solution

There is going to be a point in the development of many projects for iOS and Android that you might decide your system for loading content at runtime needs a major upgrade. Maybe you’re targeting a 50 MB size for

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Posted in Unity3D, Unity3D Performance

Managing Your Content Pipeline

The content and workflow pipeline is something that many people do not give a lot of thought to. Chances are, you build a comfortable rhythm for getting a piece of content into your game, and stick with that as long

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Posted in Unity3D, Unity3D Performance

Localization for Game Development

Today’s topic is going to be on localization. Even though it does not directly relate to Unity, and is a general game development topic, it still covers an important game development step that can give you a huge boost to

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Posted in Unity3D