Author Archives: Riccardo Stecca

Slackline in virtual reality

SLACKLINE VR

The project originated from a collaboration with Benjamin Kofler’s and Federico Modica, after they challenged themselves in another extreme slacklining on an iceberg situated in ____ (greenald?). Realer recreated the experience in VR to bring those emotions to you. Continue reading

Ethernal Fractal Totem

Fractal Totem

Fractals. One can only admire their intrinsic beauty for they represent one of the most popular ways to turn math into pleasing visuals. These mathematical creatures make many intriguing, mind blowing appearances in nature. There are several kinds of fractals that are characterized by the method used to generate them and one of the most notorious is without doubt the Julia Mandelbrot Set (find a Unity/shader implementation here) but it is far from being the only interesting example; Continue reading

Cute Boids Feature Image

Cute Boids

Cute and playful are these boids. Because implementing algorithms correctly isn’t the only challenge, you also want that behaviour to convey some vibes and possibly make them look a bit alive. How can you make these minimal simulated flocking boids convey some idea of playfulness? As important as developing algorithms properly is to mix different behaviours and balance their parameters, which I leave to you to have fun with. Continue reading

Mandelbrot Julia

Unity Shaders Little Toys

Just a small but growing collection of little Unity toys with more or less typical mathematical tricks implemented in a fragment shader. What’s impressive is, as often happens in maths, the simplicity of most formulas when implemented. I’ve always found coding a really good way of understanding maths. I adapted these old snippets I made in Processing to ShaderLab/CG. I intentionally shared in their most basic form to leave room to creativity. Continue reading

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UNotes: sticky notes for Unity 3D

UNotes is a lightweight productivity tool that helps you accelerate your workflow by bringing the power of sticky notes into Unity. A great, colorful way to keep track of your tasks. Stick a note on your game objects in the editor and type in your goals. See all of your notes in one place and go to the object they point to in one single click! Leaves no traces when you build. Continue reading

VUCITY gesture interface MIPIM

VUCITY: exploring London

VUCITY is the first ever fully interactive 3D model of London designed for Site Developers, Planners, London Boroughs, Architects, Transport Engineer. Live data like transport information, twitter and weather, custom 3D models, database integration and visualisation overlays unlock a new modern experience for infrastructure and development planners. Continue reading

ColorBands_Editor

Color Bands

Unity 3D’s Gradient data type allows you to set maximum 8 color keys. ColorBand data type has a different editor that doesn’t suffer this limitation and is still easy to use. You can create your own ColorBands, store them and access them from code with an Evaluate method to get the color at time t, as for Gradient. RGB values are determined by curves, allowing a better control over how the color function evolves between your points. Color bands are used in all kinds of applications in data visualization and other fields.

Get ColorBands on GitHub