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Unity Pro Image Effects with Futile

How to use Unity Pro Image Effects with Futile

Jesse/SmashRiot

8-Minute Read

Using Unity Pro Image Effects with Futile Banner

This article will discuss how to add and configure an Image Effect in Unity Pro to a Futile Camera GameObject in code.

Dynamic Lighting Shader with Cocos2d v2.0

Creating a performant normal mapped lighting shader for Cocos2d v2.0 and CCSpriteBatchNode

Jesse/SmashRiot

10-Minute Read

Improved Tile Culling for a CCSpriteBatchNode in cocos2d v2.0

For 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

Improved Tile Culling for a CCSpriteBatchNode in cocos2d v2.0

Jesse/SmashRiot

13-Minute Read

Improved Tile Culling for a CCSpriteBatchNode in cocos2d v2.0

Trisector 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 a node based approach (slower) and the second is a quad based approach (faster).

Blur Shader with cocos2d v2.0

Blur Shader with cocos2d v2.0 and CCSpriteBatchNode

Jesse/SmashRiot

6-Minute Read

Blur Shader with cocos2d v2.0 and CCSpriteBatchNode

Near the end of the first feature pass on Trisector, I still had about 7ms CPU and GPU per frame available, so I decided to add a slight blur to the background layer to enhance the depth of field. This article will describe the Blur Shader used for the background layer in Trisector.

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Smash/Riot LLC focuses on interactive media, virtual experiences, games, visual effects, VR/AR, and networked experiences for modern platforms.