Wolfenstein-style pseudo-3D rendering, implemented in C++.
How to create a custom asset that imports automatically when added to the project, and which can be dragged and dropped into the scene view or hierarchy
Using K-means clustering to implement image segmentation
Example of how to refactor code without breaking the deserialisation of existing prefabs/scenes.
Taking a look at FlaxEngine, a game engine that lets you develop games in C# and C++.
Lots of updates for UnityVolumeRenderer, playing around with making an RPG, OpenStreetMap.
How I ported an old and abandoned game engine to Linux.
A short analysis of how smart pointers were implemented in the Nebula Device game engine..
A study of how Oxygine implemented its Tween system for animating sprites.
Implementing pre-rendered backgrounds in Unity HDRP.
A short introduction to custom passes in Unity's High Definition Render Pipeline.
How I implemented async texture import in Unity.
A game engine I've been working on for some time.
How to create cross-platform native C++ plugins in Unity
How I implemented a volume renderer in Unity
Some real-life examples of using RenderDoc to debug rendering issues
How to investigate bugs and crashes using the disassembly window