Author Archives: keytarhero

Fun with Shaders and the Depth Buffer

Recently, I read this presentation by Kuba Cupisz and Ole Ciliox and I wanted to try my hand at implementing some of the techniques mentioned in the slides. So far, I’ve written two successful shaders: Rendering the depth buffer and … Continue reading

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Saving Game Data Using XML and Reflection

Preface Currently, I am in the midst of a game design project (details of which are unimportant). My most recent task was tracking the player’s progress in a save file, which I decided could be easily done with an XML … Continue reading

Posted in Programming, Uncategorized, Unity | Leave a comment