Introduction I’m releasing another of my free time projects – C++ library able to play WebM videos and supports decoding of the audio track. Features: optimized (see Implementing into Unity plugin and example project) able to smoothly play 1080p @ 60fps decodes audio track provides decoded YUV texture and PCM… Read more »
I wrote a simple tool that checks ping to Dota 2 servers and displays it in a graph. Features You can select any server and a nice graph with pings starts to fill. Using this tool you can watch your ping for a longer period before you enter a match…. Read more »
I’m releasing my another small free-time project: a Teamwork C# library (-inofficial-). What is Teamwork? Teamwork is a project/task-management software, something like Redmine, Jira, Trello, FogBugz and others. Teamwork project can be controlled using their public web API, which this library uses. Library features My library supports following features:… Read more »
Some time ago I was looking for a simple video player library written in C++, that would be free, multi-threaded, supporting audio and it would not be Ogg Theora :). I could not find anything useful. There is Bink, which is great, but paid (and expensive). Codecs like h.264 have… Read more »
Some of our public variables logically depends on the value of others. When some variable is unchecked (false), other variable has no meaning. For example: Player class containing canJump boolean with jumpHeight float. We don’t have to display jumpHeight when Player canJump is false etc… Even if these variables can… Read more »
In this article I will describe a simple approximate method how we can cull objects that are casting shadows. Culling of objects that do not cast shadows is trivial. We just check if object AABB is inside or intersects camera frustum planes. 1. The problem However, shadow casters have also… Read more »
In this article I will describe method of improving Unity 5 deferred decals sample (link). Since deferred decals are modifying g-buffer, they are projecting on almost everything. Sometimes we need to select what objects will not be affected by decals – player, enemies, etc… The following image shows the problem:… Read more »
Low level access to the renderer G-Buffer offers us with the possibility to implement various effects. Although the Unity is high-level engine without access to the source code, we are still able to access and modify the low-level built-in shaders. Currently, the G-Buffer of Unity 5 has following layout: RT0:… Read more »