The blog

Advanced Waving Flag Shader for Unity (Double sided, Alpha shadow support)

>>> Summary

  • * Flag vertices animation via a shader (trigo. way)
  • * Advanced ShaderLab surface shading for transparency management
  • * Adding a shadow Pass (with alpha support)
  • * Double-sided surfaces methods (methods 1, 2 and 3)
  • * Provided Double-sided Materials Configuration Wizard (for 3rd method)

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Configuration Saver Tool for Unity

A “Configuration Saver Tool†(V 0.1) : A way to Copy & Paste in PlayMode and to save Components as XML files. This is the very first release of a package for Components parameters saving purpose on Unity.

My current game engine selection

I had not much to do between noon and two (except a SUPER website) and I have been owned too many times in Warcraft 3 “frozen throne”. So I told myself that a short summary about game engines on my scope right now could possibly interest you.

URUK’s Chronicles : Volume 1

We just released a version re-packaged of URUK’s Chronicles on the Kongregate site.

The price of success

Not ours, that’s not yet (soon soon, work in progress!), but the Blender one. For those who do not know, Blender is a free software released under GNU GPL licence, which allows 3D making, for film or video game. It is an extremely powerful software. Forget all your preconceptions about open source. The quality of [...]

Happy New Year!

 

Uruk : new build

A new version of Uruk’s Chronicles version test have been released.

Klakos demo : the trailer !

A little Trailer. This short video was used to create attention on our stand, during the Digiworld Summit 2009; but don’t pay attention to it Pour afficher correctement cette animation, veuillez installer Flash Player dans une version >= 9.0.0.0. //

Realtime splatting optimisation

This process shows How to use RGB information from an image to blend several textures together to textures big objects, like terrains, by example. We added the possibility to paint and/or calculate ambiant occlusion, Shadows, and the possibility to paint light effects directely on the model. Theory : Realtime rendering performances are conditioned by the [...]