Hi! I just released my first entirely solo-developed game, Shot Supreme! It’s the first game from my new studio, BrightWorm, and I’m super excited to share it! It’s available on
In this post, we will explore the basics of cellular automata as a tool for procedural generation. Both cellular automata and procedural generation are topics with near-infinite depth, so we’ll
This post will explore 2D SDFs in Unity. We’ll learn what SDFs are and see one way to draw them in Unity. What are SDFs? SDFs (or signed distance functions) are functions that describe
This post will show how to automate your asset integration workflow in Unity using Asset Processors. We’ll build a tool based on the design of Unreal Engine’s static mesh importer that
In this article, I’ll show some ways to lower the power consumption of your Unity apps and games. But first, let’s talk about why we might consider doing this. Why bother? If you’re
In this article, we’ll continue to improve the workflow of the previous article, in which we created a process for converting Shader Graphs to a custom lighting function. The last article ended
This article will demonstrate how to support custom lighting functions when using URP and Shader Graph. We’ll start by exploring how Shader Graph works. Then, we’ll build a tool to
In this article, we’ll implement another classic programming pattern in Unity. This time, it’s the command pattern. Why use the Command Pattern? At its core, the command pattern makes
This article will demonstrate how to implement the Type Object pattern in Unity using Scriptable Objects. What problem does Type Object solve? There’s plenty of literature on the subject, but
This article describes a pattern to serialize prefabs or any complex data. Doing so allows us to store data to disk or send it over a network to either a game server or another game client. This