AI for Unity game developers: How to emulate real-world senses in your NPC agent...
An AI character system needs to be aware of its environment such as where the obstacles are, where the enemy is, whether the enemy...
Best game engines for Artificial Intelligence game development
"A computer would deserve to be called intelligent if it could deceive a human into believing that it was human" — Alan Turing
It is...
Scripting for Animation in Maya
This article, written by Adrian Herbez, author of Maya Programming with Python Cookbook, will cover various recipes related to animating objects with scripting:
Querying animation...
Game Engine Wars: Unity vs Unreal Engine
Ready Players. One Two Three! We begin with the epic battle between the two most prominent game engines out there: Unity vs Unreal Engine....
Harrison Ferrone explains why C# is the preferred programming language for building games in...
C# is one of the most popular programming languages which is used to create games in the Unity game engine. Experiences (games, AR/VR apps,...
How to model a character’s head in Blender Part 1
In this two-part tutorial by Jonathan Williamson, we are going to look at how to model a character head in Blender. Along with basic...
Working with shaders in C++ to create 3D games
A shader is a computer program that is used to do image processing such as special effects, color effects, lighting, and, well, shading. The...
What is Unity’s new Data-Oriented Technology Stack (DOTS)
If we look at the evolution of computing and gaming over the last decade, we can see how different things are with respect to...
Unity 3.x Scripting-Character Controller versus Rigidbody
Creating a controllable character
There are two ways to create a controllable character in Unity, by using the Character Controller component or physical Rigidbody. Both...
OpenGL 4.0: Using Uniform Blocks and Uniform Buffer Objects
OpenGL 4.0 Shading Language Cookbook
Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use
Read more about this book
If your OpenGL/GLSL program...