Shader Series – Screen Space Reflections
Screen Space Reflections are used in every engine these days. Games from The Witcher 3 to Fortnite all employ this effect, so it was natural that I wanted it in Vertices. While I came across a…
Mesh Generation in Metric Racer
Streamlining our Content Generation for Track meshes and World Items.
Shader Series – Camera Motion Blur
Once I had the core mechanic of Metric Racer down, I tried a number of ways to increase perceived speed to make it seem that the player was moving faster than they actually were in the…
Shader Series – Emissive Materials
Selective Bloom, Emissive Glow, Fake HDR, there’s a number of ways to call this, but with Metric Racer being a scifi racing game, there was a need to make it look, well, scifi-ish. What that meant…
Sharing Screenshots to Social Media in C# and Xamarin
A single class solution to a common stack overflow question; How to share info (in this case a screenshot) to social media platform on your phone.
Handling Mobile Ads in C# and Xamarin
Recently I put out two games, The Chaotic Workshop and Pew Zoom Boom, which both have with a free ad supported version. There’s lots of support and examples for native code, but to get them working…
Colour Encoded Index Selection in WebGL/Javascript
Every 3D application will have user interaction to some degree. But with the CPUs and GPUs these days, it’s easy to have 100’s or 1000’s of entities per scene, and if you want to do per-triangle…
Colour Index Encoding Selection in WebGL
Every 3D application will have user interaction to some degree. But with the CPUs and GPUs these days, it’s easy to have 100’s or 1000’s of entities per scene, and if you want to do per-triangle…
Vertices Engine Optimizations – Camera Frustum Culling
If a tree falls in the woods, but there’s no Camera Frustums around to see it, does it still get rendered?
Check out through the link how we implement Camera Frustum Culling to optimise 3D scenes within the #VerticesEngine.