Began to learn English - they wrote the application: EWM - the experience of creating a learning project

 
3r3-31. We will talk about the training simulator, which we are engaged in last year. The application helps to increase the English vocabulary and usefully kill time. The difference of this simulator from standard test batteries is that it has the ability to compete with other participants. 3r3194.  
3r3194.  
Began to learn English - they wrote the application: EWM - the experience of creating a learning project 3r3194.  
3r3194.  
Judging by the reviews of few users, the application helps to remember more words and makes this process fascinating. Under the cut - the first attempt to talk about the simulator, about us, about how we do it, what it is now and how we strive to make it in the future. 3r3194...
+ 0 -

Creating an outline for LWRP in Unity

Creating an outline for LWRP in Unity 3r33471. 3r3-31. Hello.
 3r33471.
 3r33471. I will tell you how to create a simple outline effect on the new Lightweight Render Pipeline (LWRP) in Unity. This requires a version of Unity 2018.3 or higher, as well as an LWRP version ??? or higher.
 3r33471.
 3r33471. The classic outline consists of a two-pass shader (two pass shader), but LWRP only supports a single pass shader. To fix this flaw in LWRP, it became possible to add user pass to certain rendering steps using interfaces:
 3r33471.
 3r33471. 3r33333. 3r33354. IAfterDepthPrePass
IAfterOpaquePass
IAfterOpaquePostProcess
IAfterSkyboxPass
IAfterTransparentPass
IAfterRender
3r33426...
+ 0 -

Unity3D: Modifying the delegate of an iOS application

 3r33590. 3r3-31. I think many in the course of developing a game for iOS had to deal with the fact that there is a need to use this or that native functionality. With regards to Unity3D, there can be a lot of problems in this issue: in order to implement a feature, you have to look towards native plug-ins written in Objective-C. Someone at this moment immediately despair and throws the idea. Someone is looking for ready-made solutions in AssetStore or on forums, hoping that a ready-made solution already exists. If there are no ready-made solutions, then the most resistant of us see no other way ...
+ 0 -

The math in Gamedev is simple. Vectors and integrals

The math in Gamedev is simple. Vectors and integrals 3r33420. 3r3-31. Hello! Today I would like to talk about mathematics. Mathematics is a very interesting science and it can be very useful in the development of games, and in general when working with computer graphics. Many (especially beginners) simply do not know how it is used during development. There are many problems that do not require a deep understanding of such concepts as: integrals, complex numbers, groups, rings, etc., but thanks to mathematics you can solve many interesting problems. In this article we will consider vectors and integrals. If interested, welcome under cat. Illustrating ...
+ 0 -

Generation of environment based on sound and music in Unity3D

Annotation
3r3650.  
Hello. This article is the first of a series dedicated to the generation of content based on music and sound. In fact, such a generation is quite a complex technical task, so this material will be introductory, more focused on game design and a general understanding of the subject, after which we will plunge into the technical aspects of this topic. 3r3640. 3r3650.  
Generation of environment based on sound and music in Unity3D 3r3693. 3r3650.  
In this article we will look at a specific genre of games in which content is generated based on sound and music. The general theory of sound will not be given here, but in the material you can find links ...
+ 0 -

Unity Hexagon Cards: Fog of War, Map Exploration, Procedural Generation

Unity Hexagon Cards: Fog of War, Map Exploration, Procedural Generation 3r37249. 3r3-31. Parts 1-3: mesh, colors and cell heights
 3r37249.
 3r37249. Parts 4-7: bumps, rivers and roads
 3r37249.
 3r37249. 3r314. Parts 8-11: water, landforms, and fortifications
 3r37249.
 3r37249. Parts 12-15: saving and loading, textures, distances
 3r37249.
 3r37249. Parts 16-19: search for the way, player squads, animations
 3r37249.
 3r37249. 3r335561. Part 20: the fog of war
 3r37249. 3r335565.  3r37249. 3r335579. Store cell data in a texture. 3r? 35580.  3r37249. 3r335579. Change terrain types without triangulation. 3r? 35580.  3r37249. 3r335579. We trace ...
+ 0 -

Writing Shaders in Unity. GrabPass, PerRendererData

Writing Shaders in Unity. GrabPass, PerRendererData 3r33876. 3r3-31. Hello! I would like to share the experience of writing shaders in Unity. Let's start with the space distortion shader (Displacement /Refraction) in 2D, consider the functionality used to write it (GrabPass, PerRendererData), and also pay attention to the problems that are sure to arise. 3r33862.  3r33876. 3r33862.  3r33876. Information is useful to those who have a general idea about shaders and tried to create them, but they are not familiar with the possibilities that Unity provides, and does not know which side to approach. Take a look, maybe my experience will help you figure ...
+ 0 -

Unity: loosely coupled architecture for specific tasks

Hello!
 
 
Everyone knows about the charms of loosely coupled application architecture. Everyone knows, but not everyone does. This happens for various reasons: laziness, timing, ignorance of how to properly apply, etc. I offer for review a small example of a loosely coupled architecture used to solve a specific problem.
 
 
Let's start with the task itself.
 
It is given: a player who moves around the level and collects coins.
 
Purpose: to display the current amount of coins in the player in the game interface.
 
 

Theory


 
We omit the implementation of the selection of coins, the storage ...[/h]
+ 0 -

Work with character statuses. Experiments in Unity

Work with character statuses. Experiments in Unity 3r3187. 3r3-31. While developing the game on Unity, I was faced with an interesting challenge: how to make an extensible time for the effect of negative or positive effects on a character. 3r33175.  3r3187. 3r33175.  3r3187. In short, I have a character to which certain effects can be applied, such as weakening, amplifying, increasing speed, reducing speed and others. To notify the player about the action of a particular effect, the game provides a status line. 3r33175.  3r3187. 3r33175.  3r3187. The first versions of this line contained darkened icons of all statuses, and when the effect occurred...
+ 0 -

Cards from hexagons in Unity: water, objects of a relief and fortress walls

+ 0 -