Unity 3D – odd behaviour with rigid bodies

If you’ve ever done much coding using “physics” engines, then you’ll have seen the hilarity that ensues when you accidentally try to make two object occupy the same or even part of the same space. The objects in question will be subjected to literally massive forces, flinging both the objects far and wide. My initial…

Cell shading with raylib

Cell shading (sometimes called toon shading) is a fantastic way to give your game a really neat style. There are really two different aspects to a toon shader, one is the banded lighting, and secondly the outlining of the whole model and also outlining the separate features in the model. In order to detect interior…

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Using qhull

At first glance turning a bunch of points into some kind of mesh should be an easy task. However look a bit closer and its a different matter. This is where qhull comes in really handy, designed specifically to do this and other closely related tasks, it comes as a stand alone application and also…

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Nuklear (GUI) and raylib

Nearly a year ago I demonstrated using Nuklear with raylib, however because I was rendering the GUI inside a 3D environment (on a face of a 3D model rather than as a simple 2D overlay) Its occurred to me recently that the implementation might be a little confusing for someone just wanting to use Nuklear…

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