Unity – Toon/cel shading with bitmap gradient lookup in deferred rendering

Note: The first thing on my list for the next Unity article was the decal system, but not only the code would need some serious revamp to be presentable, what would take some time, but unfortunately I lost the disk with the latest version in the move, I have an old backup but I still Read more about Unity – Toon/cel shading with bitmap gradient lookup in deferred rendering[…]

Bidding Farewell to Google Play Store

This is it! I’m leaving the Google Play Store for good! I never expected to make money from it because I started publishing too late when the market was already overly saturated, but I thought publishing some free games there could at very least result in some increased exposure and by consequence more work opportunities, Read more about Bidding Farewell to Google Play Store[…]

Farseer Physics Samples on Visual Studio 2015 (MonoGame)

In a hurry? Jump to: TL;DR. Make sure you have installed the latest MonoGame. The version I’m using is 3.5 (for Visual Studio installed using the official installer, not NuGet). The Farseer Physics Engine is a C# Box2D port that’s very popular among C# developers, it’s hand-optimized and believe it or not, it performs even Read more about Farseer Physics Samples on Visual Studio 2015 (MonoGame)[…]

Ninja Wheel available on Google Play

This is a quick game I’ve made past weekend. It’s a totally free and ad-free, ‘no-strings-attached’ release. It’s similar to other games but the level generator algorithm is unique, at higher levels you can play solely by keeping a consistent rhythm between your taps. It only includes leaderboards (Google Play) so you can compete with Read more about Ninja Wheel available on Google Play[…]

Packing and Unpacking Bits Faster than BitConverter

Yesterday I’ve published an article on packing bits, I still don’t know if there’s a library out there that allows you to do that easily and efficiently so I’m using my own functions for that purpose. However, a popular way to pack bytes into other data types is the BitConverter class. Please note the functionality Read more about Packing and Unpacking Bits Faster than BitConverter[…]

CPU cache optimization and multi-threading in C#

I’m making a game that contains a massive and very complex cellular automation grid (like ‘game of life’) for the map. It’s basically a 2D side-scroller, but the whole map is dynamic. My plan is to achieve 8192×1024 wrap-around (on X) maps. First I’ve made a simple prototype with classes for the objects. I’m using Read more about CPU cache optimization and multi-threading in C#[…]