So, we have a grid of cells and just have to ‘dig’ out the maze. First, let’s get a solid grasp on what the algorithm is doing.
As you can see above, the ‘head’ of the Algorithm moves one step forward in a random direction. It continues to move forward until it can no longer move. At that point, it starts to move back along it’s path until it reaches a spot that it can move into a cell not along it’s path. This method guarantees that every cell is visited. But a potential down side is that we end…
After a brief break I am back and decided to warm up with a bit of Maze Generation.
The maze in the GIF is being generated using a Recursive Backtracking Algorithm, also know as Flood Fill or Depth First Search. And will be the method we explore the coding of.
Objective: Generate a Random Maze from scratch.
Condition: A player or agent must be able to reach any point of the maze from any other point.
Previously, We talked about how we can light a scene with static baked Emissive GameObjects.
But having a moving object in a scene means that we will want to see some form of effect from the emitted light. Otherwise, the scene will not feel ‘real’.
In the sample, we have a plain uncolored capsule in a dark scene. As it approaches the Red and Blue GameObjects, it picks up a Purple tint on the side facing the objects. And depending on the Capsule’s location around the two objects, it becomes a different shade of Purple. But how, The Objects are…
Now that we are working in 3D, We need to look at lighting our scenes effectively and efficiently. Many objects in a typical scene can be sources of light without being a light themselves, such as cell phones, monitors, or even track lighting. Typically, such items don’t produce the majority of the light for a scene but instead a sort of glow to the scene. We could place a small limited light source on each of these objects in the scene and call it a day. …
Following some of the work we have done in the Galaxy Shooter that we just completed, we are going to look at some concepts of Unity 3D work space.
Today, we are going to look at creating glass in a 3D environment. As you can see from the Gif to the left, it is quite possible and easy using the tools, that Unity gives use.
For the simple set up, we will be using a Sphere GameObject inside a Cube Gameobject and using two different Materials.
When we want to set up some simple repetitive motions, as Coders, we may automatically start to work out a new script. But this is not always the best solution. Unity has a powerfully useful Animation system that will let us create simple or complex movements.
For this article we will be creating an Animation that makes this Satelite model swing back and forth between 15° and -15° on the Y axis.
The goal for this article is to get Shields on our Enemy units. And while it may be a good option later to add Shields permanently to the units for a higher Difficulty setting, right now, we will set it up so that each unit will get a single shot Shield at random when they Spawn or Respawn. And we will increase those odds based on the current wave.
If you haven’t been following along, the Shield effect is from our article, Raise the Shields. To give it a different look, we changed the Color and rotated the Shield GameObject…
No matter if you are planning on sharing your Articles on Twitter, LinkedIn or Facebook, a GIF for a thumbnail will draw more attention than a static Image. So, I am going to go over some of the things I do to get good GIFs on my Articles to share.
Firstly, I use ShareX to capture my GIFs as well as take screenshots. It is a simple Taskbar Application that can be set up with hotkeys to Record GIFs or take Screenshots with ease and store them in presorted folders.
In my last Article, We looked at how to make a proximity space mine. Now we need to look at how we get those mines into space, The Mine Layer itself.
This Enemy will borrow most of it’s code from the Basic Enemy type and will show similar behavior, to a point. Once it has detected that it is behind the Player’s position, It will lay (disperse) between 1 and 5 mines on either side of it’s own path. The is also some delay between when it Knows it can deploy and when it does, otherwise we may end up…
A Unity Developer with a fondness for Fantasy games and the challenge of pushing boundaries.