Demonstration of HLSL techniques in fur shader
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Demonstration of excerpts of multithreaded C# server, for C++ SFML clients -
Some lower level game engine construction, we were restricted to making a game engine with GPU acceleration & had to achieve +60FPS
Brownian/Bezier functions
I implemented a CameraCollisionFrame
class as a member variable of my third person camera script (Along with making use of debug drawing in the scene editor in Unity.) In the update loop of the camera, I used raycasts from each point in the collision frame to the character position in order to check that the view isn’t obstructed. If it is, move forwards until we can see the character: