Tag: unity

AI state machine w/ waypoints

After seeing the most recent asset drop from Quaternius I decided to make a little game with it while on holiday. Well, I quickly realized I would need AI code for the enemy characters, so I whipped up a little demo of an AI character controlled with a state machine and waypoints.

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YouTube channel for Tech Meets Entertainment

So yesterday I gave my talk to the Tech Meets Entertainment meetup group. The organizer, Zach Lo, made a YouTube channel where he posts recordings of these talks, so presumably my talk will be up there eventually. I also saw a buddy from college, so that was cool! Back in college, Mike Rankin is the one who told me about the class Building Virtual Worlds (taught by this guy) but we haven’t seen each other since graduating.

Talk at Tech Meets Entertainment

Still pretty busy with my book; it’s been coming along nicely, and I’m on the home stretch now! Meanwhile, I’m lined up to give a talk in a month at a Meetup group called Tech Meets Entertainment. This group is actually located in San Francisco, but the meetings are all virtual right now. I love speaking to groups like this, and it totally didn’t occur to me that I don’t need to limit these geographically while things are virtual.

Joseph Hocking – Expert Unity Developer & Author of “Unity in Action”

Saturday, May 29, 2021, 11:00 AM

Online event
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3 Techies Attending

Hello fellow techies! This week our guest will be Joseph Hocking, senior developer at Chicago based Augmented Reality firm BUNDLAR. His expertise at programming C# in Unity comes from a lengthy career developing both games and XR (VR/AR) applications, and he also works with JavaScript/WebGL for these projects. Joseph is also an author, and is curre…

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Transparency with Depth Sorting

A classic rendering problem in realtime 3D graphics is overlapping transparent surfaces. Well, I recently wrote a shader for Unity that renders alpha transparency with correct depth sorting. My solution isn’t unique, but I don’t see a lot of people talking about it, so hopefully this will help people out.

The depth sorting in this shader still only works well for hard-edged cutouts, but you can mix cutouts with smooth semi-transparency in the alpha channel, and any rendering glitches will be restricted to only the semi-transparent parts. This is a huge improvement over having those rendering glitches apply to the entire model, and hopefully my explanations give you a full appreciation for the tradeoffs being made.

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Eschatown’s Prototype

We’ve just uploaded a prototype for you to download and try. Just in time for Thanksgiving!

Just go to the game’s page for both Windows and Mac builds of Eschatown: https://midhavengames.itch.io/eschatown

This version is still very early and rough, and very few sprites are in the game so far. However the writing and systems are pretty far along, so we are testing balance with this prototype. Let me know what you find!

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Working on an RPG: Generating the Map

I’m now over a month into the basic RPG I mentioned in the last post, so a bunch of systems are in place. In my last post I talked a lot about the narrative system Ink, but this time I want to get back to what is a frequent topic on my devlog: procedural generation of maps. Here is what I came up with for the map of city regions:

rpg-regions-map

(The weird batches of horizontal lines are actually lines of text. That’s just to test applying textures to quads strewn about the map, and will eventually be replaced with images of buildings and trees.)

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