Tag: 3D Graphics Programming
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Making a Vector Game Engine with an Oscilloscope
A couple of weeks ago I started work on a new video game engine for vector displays. For a long time I have been enamoured by the uniquely high contrast of vector displays. A local bar named House of Targ hosted an original Asteroids arcade cabinet that only could be appreciated in-person: the super bright…
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Disabling Frustum Culling on a Game Object in Unity
You should never disable frustum culling in a release build. But sometimes it can be useful to do so for debugging or when dealing with a really wacky vertex shader where mesh bounds don’t make sense anymore. Here’s an easy way to disable frustum culling on a game object by moving its bounds into the…
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Visualising the OpenGL 3D Transform Pipeline Using Unity
Download Download Unity package Transcript “Hi, I’m Allen Pestaluky. I’m going to go over a simple tool that I’ve made in Unity that visualizes the 3D transform pipeline in OpenGL. You can download it and find the transcript of this video on my blog at allenwp.com or via the link in the video description. This…
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Simple, fast, GPU-driven multi-textured terrain
In this article, I will be outlining the method of multi-textured terrain that I used in my recently completed XNA Real Time Strategy (RTS) project, Toy Factory. I have also expanded this tutorial to cover organic (blended) and deformed terrain. This method enables you to produce a similar result to Riemer’s XNA Tutorial on Multitexturing,…