
Neovim for Unity Dev
My first IDE, like for many others, was Turbo Pascal — the best tool a school kid dreaming of programming could get their hands on. I missed it terribly when I was doing C lab work at university in...

My first IDE, like for many others, was Turbo Pascal — the best tool a school kid dreaming of programming could get their hands on. I missed it terribly when I was doing C lab work at university in...

This article was written in 2022, but only now have I had the opportunity to publish it in English. As I read through it now, I feel like rewriting most of it, but I will leave it as is. Moreover, ...

Now, we’ve arrived at the most intriguing part - runtime rendering of the voxel model. In the previous article’s conclusion, we already confirmed that using individual GameObjects for each voxel se...

Last time, we learned how to construct hollow voxel models from arbitrary (almost) meshes. However, we still lack animation support (static voxels are dull) and ‘inner’ voxels (which, in addition t...

Intro I never thought that the challenges associated with a voxel game could captivate me so much. From an aesthetic point of view, voxels are clear to me, but not close. However, one day we decid...

Hi! In this note I want to share the results of my experiments with GPU Instancing in Unity. The case: mobile game, one of the elements of which is a field with grass. Low poly style, so we don’t ...