Depth sorting can be explained in simple terms as a way of figuring out which element is nearer to the camera and which is farther away, thereby determining the order in which they need to be arranged in order to convey the right depth in the scene.
In this tutorial, I will show you how to create a virtual reality game using Unity 3D. Virtual reality games are popular, fun, and can take your game development skills to another level, so let’s dive in!
What’s in a name? More than you’d think. Whether you’ve been working on your game for a long time or you’re just entering the planning stages, at some point you’re going to need a name. The title of a video game pushes the boundaries of our imaginations and causes us to recall memories.
Follow this tutorial step-by-step to create a low poly tree model that you can use in video games, graphic design and illustration projects whilst learningCinema 4D quickly.
In this tutorial, we will be converting a conventional 2D tile-based Sokoban game into isometric and hexagonal views. If you are new to isometric or hexagonal games, it may be overwhelming at first to try following through both of them at the same time. In that case, I recommend choosing isometric first and then coming back at a later stage for the hexagonal version.
Playing a game can be a complex task. Some games, like Snakes and Ladders, are pretty straightforward—but some games, like SpaceChem or Factorio, can be incredibly complicated affairs that test our brains to the very limit.
Blender 3D is a versatile program with many great tools and resources. It’s no wonder why many studios both small and large are using it to fully create their animated movies. You can search for “Big Buck Bunny” and “Sintel” to see examples of the power of Blender.
In part two of this series on creating an animated movie in Blender, we will discuss how to properly render your scene, add sound, and prepare your video for export.
While developing games which involve an action element, we often need to figure out a way to collide with a moving target. Such scenarios can be typically called a ‘hitting a moving target’ problem. This is particularly prominent in tower defense games or missile command like games. We may need to create an AI or algorithm which could figure out the enemy’s motion and fire at it.
In this tutorial we will be exploring an approach for creating a sokoban or crate-pusher game using tile-based logic and a two-dimensional array to hold level data. We are using Unity for development with C# as the scripting language. Please download the source files provided with this tutorial to follow along.
Classes are everywhere. Once the domain of RPGs, now class systems have been pushed into every type of game imaginable. We’re all familiar with the tropes of Warriors and Wizards in high fantasy, but what can we learn about class design from other games?