Creating a helix helps wrapping around the objects with bounds or be a game object by itself. My starting point was to create a path for a wandering game object. First step is to learn more about helices. Later implement/visualize it on the game scene. Lastly, work on the logic to create a walking game … Continue reading Walking On A Curve In Unity, Helix Version
Month: August 2019
Simple Merge Mechanic In Unity
In merge games, as you merge, you see new elements in the game. In this simple demo each merge leads us to convex polygons with more edges up to octagon. I came up with the idea while thinking how one can use Stack data structure in game development. Then merge games come to my mind, … Continue reading Simple Merge Mechanic In Unity
3D Maze Generation in Unity
Mazes are unpredictable parts of game play, if it is 2D you can see and create a path above. If you able to see the whole maze above in 3D, you can do the same like rolling a ball in the maze. Especially, imagine a VR game you run through the maze to find an … Continue reading 3D Maze Generation in Unity
The Points On Unity’s 3D Primitive Objects And Finding Random Points
Using the mesh information of primitive objects on Unity, we can acquire the information of local coordinates of the vertices in the mesh. This information is very useful for area limitation and filling. Moreover, with the guidance of defined vertices, we can come up with new ones. I am in an increasing curiosity of finding … Continue reading The Points On Unity’s 3D Primitive Objects And Finding Random Points
Find A Random Point On A Plane Using Barycentric Coordinates in Unity
Randomness brings excitement and expectation to any experience. And games are no different. With a random point, we can spawn new enemies or valuable items to players. We can even transport the player to different places in unexpected moments. In my previous post, I suggested a way to find corners of a Unity plane. In … Continue reading Find A Random Point On A Plane Using Barycentric Coordinates in Unity