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 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
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
I do have a hell of a fun with generative graphics; if you do too and you want to save some of your creations to a file at runtime and load them later on, here’s your today’s chocolate cake. i use this method especially where it takes time to generate a topology and loading it is a lot quicker than regenerating it. Continue reading
Quite often a chunk of code must be executed one or more frame ahead, sometimes because it’s just convenient to do so, other times because your code simply wouldn’t work otherwise.
Unity exposes a very handy type called UnityAction to deal with Continue reading
In the intent to build a theoretical model that explained the shapes and the growth of plants, Aristid Lindenmayer came up with his famous L-Systems. At that time he probably had just a vague intuition of how many applications his theories could be applied to. A lot of interesting work Continue reading
Firstly: why would you want to cause a frame drop?
In many occasions developers need to make sure that all dynamics in their game are working properly and don’t brake too badly in case the renderer hangs for a short period of time. This is especially true when physics are calculated in the FixedUpdate but Continue reading
For those who are in the gaming industry, pressure (or force) sensitive touch interfaces are likely the most desirable change in modern human-computer interfaces, in particular on mobile.
On 09 March 2015, Apple announced the “Force click” feature on the Trackpad which enables the user to Continue reading
In some situations you want to see hidden files but since some folders have many of them, the navigation experience is negatively affected. If you want to get the most from the two modes here’s a little tool that creates an icon in Finder’s toolbar to switch quickly between hide and show those hidden files. Continue reading
In this work we propose a set of guidelines for tangible interfaces (TUI) for mapping physical objects and digital functions. These guidelines emphasize an aspect that has been only partly analyzed so far in TUI research: the role of the object shape as a means for suggesting how to manipulate the artifacts. The peculiarity of the proposal – general enough to be used for different application domains – is the mapping to discrete and continuous digital functions Continue reading