In this part of the series we are going to take a look at avoiding obstacles with two different approaches: simulating eyesight using raycasts, and secondly implementing an algorithm that is inspired by an observer pattern.
As you may know, I’ve recently discovered the road of doing things in Parts and actually trying to make little series for you, and I have been enjoying that quite a bit. In all honesty – it also allows me to have this Patreon Early Access thing going (no judgment please :))!
Now, in this last article I explained you everything there is to know about the Job system. But for many of us – me included it is much easier to get a grip of things when I see an implementation, therefore I decided to make a little Mesh deformation Project to explain you everything you Continue Reading
I have recently (and by recently I mean like 2-3 weeks ago) posted an In-depth on Unity’s Entity Component System – so it is about time to take a look at the Jobsystem as well. Generally, it is a good idea to not see these two things as separates but rather as a combined system Continue Reading
If you are interested to know what the Entity Component System is and how it technically works then this is the article for you. A couple of days ago I started a poll on Twitter asking you guys what you are most interested in. I knew I was going to post this pretty soon anyways Continue Reading
With Hackweek being officially over I’d like to let you guys in on my experience. Just as for Unite Berlin I had the massive honor to be an invited guest for Unity’s Hackweek in Nyborg, Denmark. You might ask yourself “So, what is Hackweek?”. It’s basically a week-long “vacation” organized by Brett Bibby and Kjartan Continue Reading
We’ve reached the final part of this tutorial series where we are going to write a fancy custom editor that will do all the work for us. What we are trying to achieve here is a custom editor window that will list us every object that would be suitable to be jellified. It also allows Continue Reading
In this tutorial, you’ll learn what Unity’s Jobsystem is and how to implement it into your existing project. To teach you the implementation aspect I decided to implement it into my Jelly Meshdeformation System. If you haven’t read Part I of this series I’d like to advice you to do so as you’ll have it Continue Reading
If you have been following me for a while you might be aware that I had already published a version of this Jelly Meshdeformation stuff at one point. However, I decided that I would like to improve it. I am going to split this tutorial into a three part series where I am going to Continue Reading