I added an impostor generation feature to the SpriteSheetFactory. I also did some refactoring at the same time, so it ended up taking quite a while.
#unity3d#gamedev
An impostor using flow vectors.
Previously, I created an impostor that used a flowmap, but this time I created one that calculates the flow vectors inside the shader.
#unity3d#gamedev
I created an editor extension that generates flow maps for frame interpolation. To verify the effect of the flow map, I compared simple frame blending with flow map-based frame blending.
#unity3d#gamedev
I just published a sample project on GitHub that demonstrates how to deform a plane mesh into a sphere. The project includes documentation explaining the mesh deformation process.
▶️GitHub: github.com/EmptyCansLab/Defo…#unity3d#gamedev
I studied mesh generation and deformation, and created a script to deform a plane mesh into a UV sphere or an octasphere.
Reference
Flick, Jasper. "Procedural Meshes." Catlike Coding, catlikecoding.com/unity/tuto…#unity3d#gamedev
I studied mesh generation and deformation, and created a script to deform a plane mesh into a UV sphere or an octasphere.
Reference
Flick, Jasper. "Procedural Meshes." Catlike Coding, catlikecoding.com/unity/tuto…#unity3d#gamedev
I tested normal maps for 2D. I created sprites and normal maps both with and without anti-aliasing applied during image creation, and compared all possible combinations.
#unity3d#unity2d#gamedev