Vedelem: The Golden Horde is a Real Time Strategy game set in 13th century eastern Europe. The Golden Horde is the biggest and deadliest Mongolian invasion that the world has ever seen. As the last line of defense, you are called to save your lands against the Mongol empire. They will ruthlessly attempt to pillage your economy and bring your Keep to ruin.
Manage the economy of your Castle, build new structures, find and exploit resources and expand your borders while mustering an army capable of repelling the Mongolian Invasion.
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The vertex animation package is a solution with the goal of having thousands of units on screen at the same time, each one controlled by its own animation state.
Project Details I worked on this project while I was part of the Tech Art Outsource team. This tool was build for project Castle, it’s a game where thousands of units are on the screen at the same time. To render all of these on screen they needed an effective solution. This project was already using Unity DOTS, so this was the perfect opportunity to get started with this and utilize the “performance by default” technology.
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INTRODUCTION In a solar flare ravaged world over 20 years into the future, humanity is in a struggle for resources. Most of the earth’s water supply has been radiated into space before the earth’s magnetic field could restore itself. A small group of survivors set out through the ravaged world to find a government build bunker on the east coast of the United States. Approaching the approximate bunker location a massive sandstorm hit the group of survivors.
Waking up on some planks inside an old fishing vessel, you find out that your group is gone.
There is nothing left for you but some supplies and a map with some scribbles on it.
You have to find out where your group went and find the bunker before you run out of supplies and health. There are many dangers in the wasteland: tornado’s, radiation and storms that will make you wish you would have stayed in the fishing vessel.
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When building for the Microsoft HoloLens there are a lot of new opportunities, challenges and designs when it comes to building a User Interface. But at the moment the field of view is quite limited and you (or at least I) don’t want to ‘cut off’ to many visuals on my screen. By cutting of visuals the view looks even smaller as you can see the ‘borders’ of the screen, this creates a narrow feeling. To reduce this I have looked at what Microsoft did for their UI designs.
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Intro In this tutorial, I’m going to show you how to create a terrain shader in Unity with Shader Sandwich. In this example, we will make an unlit shader, but of course you can make all kind of terrain shaders with this technique. The shader can handle up to 4 textures.
Index [Terrain setup](http://Terrain setup) [Shader Sandwich setup](http://Shader Sandwich setup) [Adding the first texture](http://Adding the first texture) [Adding the second texture](http://Adding the second texture) [Adding the control masks](http://Adding the control mask) [Finalizing the shader](http://Finalizing the shader) Terrain setup We start by creating a new empty scene, in the new scene we will create a new terrain. In the terrain options, we will disable Cast Shadowsand set the Material to Custom. In the project folder, we will make a new material and assign it to the Custom slot. We can also disable the Reflection probes as we are not going to use it. And lastly, we already add one texture to the terrain.
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In this update, I have added multi threading for the editor, now heavy calculations can run in the background and you can continue working. Before the editor would freeze up when processing heavy calculations.
Because you can’t use coroutines in editor scripts this had to be done in a separate way.
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Photoscanned and optimized for games.
3 mountain crystals, 1 fossil and 1 green stone
5 Models
3 LOD’s
4K Textures
PNG
Albedo, Specular, Occlusion and Normal maps
Additional shader for the stones to make them ‘pop’ a bit more. Made with Shader Sandwich!
(ofcourse you can use them without the shader!)
You play as an EOS-employe, waking up later than scheduled you find yourself all alone in the sleeping quarters. You notice that the sleeping quarters are oddly silent and personal belongings are scattered all around.
Heading for the main hall you find more items that appear to be abandoned. Something doesn’t seem right and you head out in search of other people. It appears that you are not completely alone…
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