Point Cloud Sandbox
UPDATE APRIL 19, 2019
As you may noticed, I worked on Point Cloud Sandbox these last weeks to add an export feature, as requested by some CGI fellows.
March 20, 2017
I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors.
MobileKit for iOS & Android
Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.
September 30, 2014
3DS Max, Unity
Blade Runner 9732
A dedicated page is now available at BR9732.COM
August 10, 2014
Fluids through Marching Cube
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
August 2, 2014
GPU SkinnedMesh Instancing
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene?
April 16, 2014
Wet Glass Shader
I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something regarding this water effect.
December 30, 2013
Katana Particle System
Here is a short demo of my accelerated GPU Particle System for Unity.
Compute Shaders Experiments
For 6 months now I try to generate a huge amount of particles and interact with them physically.
Kinect in Unity with OpenNI in 4 Steps
After installing many different stuff to get it working, I can now explain the steps in a much more short way than all the blog posts I found on the subject.