Issue #104 — Tools For Your Toolbox

This article was originally published on GameDevDigest.com

Issue #104 - Tools For Your Toolbox
Issue #104 - Tools For Your Toolbox

Time to add some tools to your gamedev toolbox from what you can learn in this week’s wide ranging posts. Hope you enjoy!

2D Soft Body Physics — How to do some code free soft-body 2D physics! Kal @kalobrienz

Compute Shader Interactive Grass + Updated Painter Tool — A few months ago I made a Geometry shader for interactive grass. While this works great on Windows, Geometry Shaders aren’t that well supported on other platforms. A better option for the same effect is a Compute Shader, which is supported on PS4/5, Xbox, Switch…


Issue #103 — Making Things Better

This article was originally published on GameDevDigest.com

Issue #103 - Making Things Better
Issue #103 - Making Things Better

Short but sweet this week. Some focus on optimization, animation, meshes, shading and more. Enjoy!

Optimize your mobile game performance: Get expert tips on physics, UI, and audio settings — In this second installment in this series, we’re zooming in on how to improve performance with the UI, physics, and audio settings. Unity

Unity Event systems interfaces for Customized GUI behavior — A tutorial for boosting your creativity with the Unity Event Systems Library. indiewatch.net

Mesh Deformation in Unity — In this article, I explore mesh deformation using a custom vertex shader.


Issue #102 — Bigger, Stronger, Faster Performance

This article was originally published on GameDevDigest.com

Issue #102 - Bigger, Stronger, Faster Performance
Issue #102 - Bigger, Stronger, Faster Performance

All about maximizing performance this week. Well, not all, there is plenty of other topics covered like animation, Unity 2021.2, shader coding, and much more. Enjoy!

Unlit Dynamic Decals/Projection — Often when doing VFX you want stuff to stick to the floor. Even when that floor is uneven. Or decals to make existing geometry more interresting, or you want blob shadows on uneven floor, or some other use-cases in the same direction. ronja-tutorials.com

Noise Variants — Combine multiple octaves of noise to create fractal patterns. Introduce turbulence version of Perlin and value noise…


Issue #101 — Upgrade Your UI

This article was originally published on GameDevDigest.com

Issue #101 - Upgrade Your UI
Issue #101 - Upgrade Your UI

Let’s give some love to UI this week, whether it’s in-game or in the editor. Enjoy!

What’s new in UI Toolkit? — Create UI for games and applications with UI Toolkit, now equipped with runtime support in 2021.2 Unity

Volumetric Heat Diffusion for Automatic Mesh Skinning — I wanted to use the GPU-based mesh voxelizer we previously wrote to implement an automatic skinning algorithm. We’ll use a heat diffusion algorithm to radiate heat through the voxels to tie bones to vertices. This article focuses on the implementation of the volumetric heat diffusion algorithm…


Issue #100 — Easy game making tips

This article was originally published on GameDevDigest.com

Issue #100 - Easy game making tips
Issue #100 - Easy game making tips

We made it to 100 issues. Hope you enjoy this week’s content!

Unity 2021.2 beta is available for feedback — Get a first look at what Unity is offering in this release cycle. These new features and improvements are available for you to try today. Unity

Build and port for Chrome OS — Starting with 2021.2 beta, you’ll be able to build or port your Android title for Chrome OS in Unity’s Android Dev environment. Unity

Level of Detail (LOD) Tutorial for Unity 2021+ — In this blog post, I will show you…


Issue #99 — A Peek Behind The Curtains

This article was originally published on GameDevDigest.com

Issue #99 - A Peek Behind The Curtains
Issue #99 - A Peek Behind The Curtains

It’s the art of game dev, and some source on how others have done it. Hope you enjoy it!

The Secret Behind Valve’s Flickering Lights — This article will explore the origin of the popular flickering light effect, seen across many of their titles including “Quake”, “Half-Life”, “Half-Life: Alyx” and “Portal”. A Unity package to use this very effect can be download at the end of the article. alanzucconi.com

List of commercial video games with available source code — This is a list of commercial video games with available source code. The source…


Issue #98 — Multiplayer, starting shaders and more!

This article was originally published on GameDevDigest.com

Issue #98 - Multiplayer, starting shaders and more!
Issue #98 - Multiplayer, starting shaders and more!

Some varied topics to get your hands dirty on this week. Tackling multiplayer, writing shaders, procedural effects, AR/VR, and more. Enjoy!

Level of Detail (LOD) Tutorial for Unity 2021+ — In this blog post, I will show you why, when and how you should use LOD in Unity. Remember: Level of Detail (LOD) is not only about the poly count! The Gamedev Guru

Unity reveals latest AR Companion app feature at Apple WWDC 21 — At this year’s WWDC, Apple announced their exciting new technology for capturing real-world objects. Unity has been working…


Issue #97 — Animate Away

This article was originally published on GameDevDigest.com

Issue #97 - Animate Away
Issue #97 - Animate Away

Not much of an intro this week, just dig in and enjoy! Topics include animation, VFX, profiling, mulitplayer and more.

How to make a chunk system in Unity using addressables — If you played to Minecraft you already know what chunks are but for the most unfortunate I’ll give you the Minecraft Gamepedia definition: Chunks are the method used by the world generator to divide maps into manageable pieces. Don’t worry, it’s not a Minecraft specific tutorial explanation, the comparisons stop here. Anthelme Dumont

Value Noise — This is the third tutorial in…


Issue #96 — Programming and preparing your game

This article was originally published on GameDevDigest.com

Issue #96 - Programming and preparing your game
Issue #96 - Programming and preparing your game

Short but sweet this week. Tons of great tips packed into the list this week. Enjoy!

Game Programming: Time Slicing — What if the job takes too long to fit in a single frame? Or what if the job is just taking longer than we’d like? Then we can split the work across multiple frames. This is the core idea of time slicing, another optimization technique I picked up at work and one of my longtime favorites. allenchou.net

Preparing your game for deterministic netcode — Deterministic netcode relies on each game client coming…


Issue #95 — Animation Made Easy

This article was originally published on GameDevDigest.com

Issue #95 - Animation Made Easy
Issue #95 - Animation Made Easy

Animation, whether its procedural, physics based, or using animation clips, there is something for you in this issue. Plus more on C# scripting, VFX, shaders and tons more. Enjoy!

It’s showtime! New tools for cinematic creators — Creators of film, TV, and animation — you need specialized tools to tell your stories. Announcing an Open Beta for you. Read on to discover some of the latest workflows and features that make Unity easier and more powerful for cinematic artists. Unity

Game Programming: Delayed Result Gathering — I wish I had known two particular…

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