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Posts
- Push VFX
- VR Planets
- Unity Build Automation with Jenkins
- Path Tracing
- Procedural Planets
- Unity Build Automation
- Environmental Shadows for 2D Sprites in Futile for Unity
- Normal Mapped Lighting for 2D Sprites in Futile for Unity
- Procedural Generation in Dr. Spacezoo
- Dr. Spacezoo or: How I learned to stop shooting and save the animals
- Trisector v1.0.8 : Destructible Terrain Update
- Trisector v1.0.6 : Level Tuning Update
- Trisector v1.0.5 : Bullet Pattern and Laser Update
- Trisector v1.0.4 : Score Pod Attractor and Bug Fix Update
- Dynamic Lighting Shader with Cocos2d v2.0 and CCSpriteBatchNode
- Trisector v1.0.3 : Scoring and Graphics Update
- Trisector v1.0.2 : Explosion and Smoke Particles Update
- Trisector v1.0.1 : Universal Update
- Improved Tile Culling for a CCSpriteBatchNode
- Making of Trisector: Engine
Trisector Dev Archive
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Dynamic Lighting Shader with Cocos2d v2.0 and CCSpriteBatchNode
Posted on 2013/08/02For v1.0.3 of Trisector, I wanted to add dynamic lighting to the CCSpriteBatchNode layers to enhance the depth of field and to make the scene a bit more visually interesting. This article will discuss a dynamic lighting shader and a dynamic lighting and blur shader used in Trisector. -
Improved Tile Culling for a CCSpriteBatchNode
Posted on 2013/06/23Trisector uses tile maps for the Base terrain layer and the Collision terrain layer. The tiles for each layer are managed using a CCSpriteBatchNode which includes the tiles being displayed in the current viewport. This article will discuss two methods of tile culling for a CCSpriteBatchNode, where the first is […] -
Making of Trisector: Engine
Posted on 2013/06/13Trisector uses a custom side scrolling parallax shoot-em-up engine. This article will discuss the making of Trisector’s engine and some of it’s inner workings (aka how I reinvented the side-scrolling shoot-em-up wheel). -
Making of Trisector: Maps
Posted on 2013/06/12Trisector uses tile maps for the levels, and each level’s tile map includes a Background, a Base layer, a Collision layer, and an Object layer. This article will talk about the design, creation and structure of the levels and the tile maps. -
Making of Trisector: Sound Effects
Posted on 2013/06/11The sound effects of Trisector were designed to be minimalistic and 8-bit sounding. This article will describe the process that went into creating each sound used in Trisector.