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Explore the intricacies of lerp smoothing, from framerate dependence to differential equations, with insights on achieving framerate-independent motion in game development.
Dive into implementing quadrangulated bevels for a 3D modeling application using half-edge data structures through hands-on development and technical problem-solving.
Master essential mathematical concepts for game development including vectors, matrices, trigonometry, interpolation, and procedural animation techniques.
Dive into creating a replay mod for Silksong using C# and Unity, covering BepInEx mod loading, Harmony code injection, and building a speedrunning tool for recording and playback.
Dive into C# modding by building a replay system for Silksong using BepInEx and Harmony for code injection, creating speedrunning tools with ghost playback functionality.
Dive into building a replay mod for Silksong using C# and Unity, covering BepInEx mod loading, Harmony code injection, and creating a speedrunning tool for recording and playback.
Master C# and Unity by building a replay recorder mod for Silksong using BepInEx mod loader and Harmony code injection to create the Silkstream tool.
Master advanced bevel implementation techniques for 3D modeling applications using half-edge data structures in this comprehensive programming session.
Explains how Bézier curves and other splines achieve positional, velocity, acceleration, and curvature continuity.
A game-development math lecture deriving interpolation and splines, then connecting complex numbers, geometric algebra, and quaternions to animation.
Explore how Bézier curves are constructed and analyzed, from interpolation and derivatives to curvature, bounding boxes, arc length, and uniform animation.
Builds a game health bar with signed distance fields, then applies Lambert, Phong, Blinn-Phong, and PBR lighting in shaders.
Explore normal mapping, tangent space, displacement, and diffuse and specular image-based lighting while building Unity shaders for game rendering.
An introductory lecture on shader coding for game development, covering vertex and fragment shaders, textures, blending, depth testing, and filtering.
Apply dot and cross products, matrices, and coordinate-space transformations to build practical math systems for games.
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