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vine

A 19-post collection

Page 1 of 4 Older Posts →

Go On :: navigation and obstacle awareness

{{vine //vine.co/v/OgAgJ5MEdd6/embed/simple}} Actors with a PathFollower behavior now respect other Actors with a collider. Currently it is done very naively, though »

Brandon Catcho on vine, retrospective, go_on 12 March 2015

Go On :: units into squads, squads into units

{{vine //vine.co/v/OgA1zQg6WWL/embed/simple}} When I first dreamed this idea up I was looking for a way to make micromanaging a few units »

Brandon Catcho on vine, retrospective, go_on 12 March 2015

Go On :: shaders, render queues and fx

{{vine //vine.co/v/Or03zZYlZ77/embed/simple}} In which I discuss methods of focusing specific units/actors in Unity using full screen quads, render queues and »

Brandon Catcho on unity3d, vine, retrospective, go_on 12 March 2015

Go On :: a world in motion

{{vine //vine.co/v/OnQEjE5VDwD/embed/simple}} Moving fast... more features: Units follow paths. Dynamic behavior for TileTop actors (eg. the growing trees in this vine) »

Brandon Catcho on vine, retrospective, go_on 12 March 2015

Go On :: first signs of life

{{vine //vine.co/v/O1MDXhwLr1h/embed/simple}} Just a quick update. This vine demonstrates a few new features added in the last week: Selectable actors (the »

Brandon Catcho on vine, retrospective, go_on 12 March 2015
Page 1 of 4 Older Posts →
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