Developers Club geek daily blog

We create 2D - portals by means of shaders

1 year, 7 months ago
In this article I will tell about how to reach here such effect:



In fact, the shader about which the speech will go works as post-effect for the camera or the built-in blur and vignette filters in Unity. It accepts the input image (more precisely, RenderTexture) and brings him with the imposed effects.

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Working methods in Blender. Part 3

1 year, 7 months ago
How to apply one attribute on many objects.

How to paint many objects one material?
Create a new scene and delete a cube which is given on start. On this cube material is already applied and you can get confused. Create a new cube. Make several its copies. Select them.

Among the selected objects there is main. The main object is standardly highlighted in the yellow color.


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Work on design of space reptiloid: wandering on labyrinths of opportunities

1 year, 7 months ago


The normal such reptiloidny race arising from abysses of deep space. Bang-bang from the laser weapon from all boards! Then rapprochement and a boarding, in completion of attack bloody slaughter onboard the seized vessel. Reptiloida – men of his word: told "all we will cut", means all will cut who would doubt. Also are dissolved in frosty blackness, only saw them.

However, investigation informed. If to open the game Encyclopedia, it will become clear:

Exact coordinates of basing of a civilization of Uchcha-Ta are unknown. It is considered to be that it is the planet Drro-Adda (so-called Planeta-Mat) of planetary system around the W-maiden (star accumulation TDD67, the "spread jellyfish" type, a spectral class is unknown).

So, the residence is set: after piracy attack on the peace ships of a reptiloida disappear on native Planetomateri.

And what it gives me as to the art director in sense of hints on design of the character? And anything.

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WebGL for all

1 year, 7 months ago


The idea of this article was born after several painful weeks of studying of WebGL. On a personal example it became clear that the people who are not facing before with 3D - graphics, have generally wrong ideas of work of this technology. Besides there was a problem with information search on the Internet.

WebGL, unlike Javascript, has a high threshold of entry, still very few people use it, and it is even less of those who write about it. Jump over the majority of the manuals or articles on use of some library at once. But we know that big versatile tools are not always suitable for our tasks or, perhaps, do it at the unacceptable level: lose in speed, are delivered with unnecessary baggage, etc.

This article there is a wish to facilitate a threshold of entry in pure WebGL, to give an initial idea and to prompt, where to move further.

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3D - laboratory for people from MIEMA, putting the head in prototypes of trace of printed circuit boards

1 year, 7 months ago


At the end of 2014 the MIEM new educational and administrative complex of Higher School of Economics National Research University in Strogin where many different abrupt things for training of students are implemented was put in operation. One of such projects — laboratory for prototyping of electronic and computing means. Under this business the small budget was selected, we are selected as the contractor. Further we solved not absolutely typical problem of creation of the room where around you fly different virtual 3D - objects. For example, that it was convenient to understand electronic chips.

It was necessary to apply creative imagination and just that mathematics which is vigorously mastered by students to achievement of effect of the return projection (when you pass it by the screen, but the shadow at the same time on it is not cast).

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The digest of news from the world of development on Unity

1 year, 7 months ago
Must-have Unity plug-ins, work with animation, experience of developers – you know that with it to do. Pleasant reading and cheerful holidays!


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Simple Blender. Part 5, final

1 year, 8 months ago

Here comes.

It will be a long post.

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The Blacksmith demo project from Unity

1 year, 8 months ago

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As for 5233 man-hours to create software for the microtomograph

1 year, 8 months ago


I want to tell about the interesting project of the Edison company in more detail. Set the task to write software for the microtomograph for developers, they perfectly coped with it, and then pushed sunflower seeds, bolts, condensers and mol in this tomograph. And this tomograph is necessary to serious uncles to check diamonds and not to buy full of holes.

And still today on December 16, birthday of Johann Radon, Austrian mathematician, rector of the Vienna university which in 1917 entered integral conversion of function of many variables, related to Fourier transform, used today in all tomographs.

Johann Radon was professor of 6 universities (and in one of them even without department), was the president of the Austrian mathematical society. In Austria in honor of it called "Institute of calculus and applied mathematics" and a medal.

How there took place development of software for the tomograph and what problems were solved in process — under a cat.

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Yes scrolling will be with you: the theory and practice on the camera in platformers [1/2]

1 year, 8 months ago
From the translator. Wrote article Itay Keren, the founder of Untame indi-studio, the author of the game Mushroom 11. This textbook on control of the camera in games with side scrolling turned out. Though is not present there lines of a code in any language (I lie, one is), I think, all this will be simple to transfer to instructions for the computer. Surely to reading to all programmers and designers who are engaged dynamic 2D - games. I translated terminology more on sense: for example, position-locking — "the attached camera". Yes, and for many games till 1983 the version for Dendy is shown — a little not historically, but we will forgive.

Introduction




Working on the game Mushroom 11, I encountered a set of design and technical issues. I did not calculate that someone will write about vertex animation or smooth change of a form, but I was surprised that on work with the camera, to a task with 30-year history, too practically do not write.

I decided to arrange small travel on stories of two-dimensional games, to document their difficulties, approaches and evolution of their solutions. Many solutions have even no name so I — it is rather for myself — thought up classification of approaches to the camera and wrote the small dictionary.

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