Unity ScriptedImporters and the Timeline API

Overview Unity’s editor scripting is part of what makes the engine so attractive. Writing tools that directly interact with the rest of your game code is powerful and can make a large difference in the productivity of teams of all sizes. It also leads to a healthy landscape of third party integrations. In this post I will describe how two new Unity APIs allowed us to create a well integrated Unity toolkit for AnimVR and go through issues you might run into.

Bending Line Segments into Circles

What we end up with End result The Problem Lets say you have a character and you want to make them bend over and touch their toes. You could do that via an animation but that might not be flexible enough for you particular usecase. Maybe you want to change the point the character bends around (e.g. they might get hit at different points on their body in a beat’em up).

Vollständigkeitssatz für den Sequenzenkalkül in der Prädikatenlogik

Note: This is something I wrote down while studying for my mathematical logic exam Zu zeigen ist, dass alle gültigen Sequenzen im Sequenzkalkül herleitbar sind. Die Beweis Idee ist wie folgt: Wir wissen schon, dass alle Sequenzen die herleitbar sind auch korrekt sind (Korrektheitssatz). Wenn wir zeigen, dass alle nicht herleitbaren Sequenzen nicht korrekt sind, dann kann es keine korrekte Sequenz geben, die nicht herleitbar ist. Wenn das bewiesen ist, wissen wir: - Herleitbar ⇒ Korrekt - Nicht Herleitbar ⇒ Nicht Korrekt = (Kontraposition) Korrekt ⇒ Herleitbar Also auch: - Herleitbar gdw.

Specter's Lighting Explained

Why 2D lighting? The lighting system is one of Specter’s main features. It allows us to add a lot of atmosphere to a level and make art reuse less obvious. Also, it looks pretty. The base system is actually older than this project. I first implemented it for a project which unfortunately got called off (that’s also where I met Blair, the artist and game designer behind Specter). At the time it produced results like this: Since then I spent quite a bit of time on it, adding new features, optimizing, etc.

Specter's Rendering Pipeline

1. Particle Rendering All particles are rendered in additive blending mode. This allows for nice fire effects, which is the main application of particle systems in Specter. Effects like smoke or dust are hard to achieve this way, but until now we haven’t had need for them. Due to the fact that I only want to apply the additive blending to the particles themselves and not to the scene I have to render them to a separate render target.