<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Posts on Antoine Fougea</title><link>https://antoinefougea.com/posts/</link><description>Recent content in Posts on Antoine Fougea</description><generator>Hugo -- gohugo.io</generator><language>en-gb</language><lastBuildDate>Tue, 02 May 2023 19:41:38 +0100</lastBuildDate><atom:link href="https://antoinefougea.com/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>Unity ECS 1.0 Exploration: Making a Particle System - Part 1</title><link>https://antoinefougea.com/posts/unity-ecs-exploration-making-a-particle-system-part-1/</link><pubDate>Tue, 02 May 2023 19:41:38 +0100</pubDate><guid>https://antoinefougea.com/posts/unity-ecs-exploration-making-a-particle-system-part-1/</guid><description>Preamble Unity has now release ECS 1.0, and while it&amp;rsquo;s still not out of preview, it is supposed to be a lot more fleshed out. So I wanted to check it out for myself.
ECS is a very different architecture from what I&amp;rsquo;m used to with object-oriented programming. So this is also an exercice for me to get in the mindset of coding for ECS architectures.
To start with, I will recreate only a few properties from a traditional particle system, with the idea that I will add more over time.</description></item><item><title>Breath of the Wild Shrine Elevator VFX with VFX Graph and Shader Graph</title><link>https://antoinefougea.com/posts/breath-of-the-wild-shrine-elevator-vfx/</link><pubDate>Fri, 27 Nov 2020 16:42:04 +0100</pubDate><guid>https://antoinefougea.com/posts/breath-of-the-wild-shrine-elevator-vfx/</guid><description>I’ve been tempted to use VFX Graph for a long time now, and when I decided of my next VFX to make, I decided to only use VFX Graph instead of particle systems.
Original:
Here is the result!
Breakdown The Bars The bars have two major effects, both are related to the normal of the cylinder mesh it’s on. First, the centre is slightly faded out. This makes the character inside more visible and the bars feel less like a prison cell and more like energy bars or lasers.</description></item><item><title>Making an ECS Pathfinding in Unity</title><link>https://antoinefougea.com/posts/ecs-pathfinding/</link><pubDate>Wed, 28 Oct 2020 17:57:45 +0100</pubDate><guid>https://antoinefougea.com/posts/ecs-pathfinding/</guid><description>For this first dev log of making a game in ECS using Unity DOTS, I will talk about my experiments with pathfinding. The goal is simple, get an entity, here, the enemies, to a target location, here, the player.
Attempt #1: Whiskers Collision Avoidance My first attempt at pathfinding was to move the entity towards the target, while each step, scan the surroundings and move away from objects. I named it the “Whiskers Pathfinding“.</description></item><item><title>The Darksaber from Star Wars in Unity</title><link>https://antoinefougea.com/posts/the-darksaber-from-star-wars-in-unity/</link><pubDate>Thu, 15 Oct 2020 18:41:39 +0100</pubDate><guid>https://antoinefougea.com/posts/the-darksaber-from-star-wars-in-unity/</guid><description>The design of the Darksaber has always fascinated me. While lightsabers are already not physically possible, emitting a bright white light from a black source of light is even more surreal. Sounds like a good challenge in Unity!
I went for the Clone Wars and Rebels look of the Darksaber, especially because of the magnificent trail it leaves behind when moved that adds even more to that surreal look.
Here is the result!</description></item><item><title>Dynamic Inventory Thumbnails in Unity</title><link>https://antoinefougea.com/posts/dynamic-inventory-thumbnails-in-unity/</link><pubDate>Tue, 22 Sep 2020 19:04:32 +0100</pubDate><guid>https://antoinefougea.com/posts/dynamic-inventory-thumbnails-in-unity/</guid><description>In many games, even if they have thousands of different items to collect, they usually generate a sprite for each item through some automated scripts before shipping the game. While that is fine for most games, it can’t work for some other. All Borderlands games have billions of different guns procedurally generated at runtime. Storing so many sprites on disk being impossible, the thumbnails have to be generated at runtime, as the player opens the inventory and then cached for performance.</description></item><item><title>Wayfinder in Unity: Pathfinding on Custom Maps</title><link>https://antoinefougea.com/posts/wayfinder-in-unity-pathfinding-on-custom-maps/</link><pubDate>Sat, 29 Aug 2020 19:30:28 +0100</pubDate><guid>https://antoinefougea.com/posts/wayfinder-in-unity-pathfinding-on-custom-maps/</guid><description>I made what I call a “wayfinder” plugin in Unity in order to do something similar to Google Maps but for a custom map layout, such as a private venue or a campus.
It is formed of two main components: the Editor utility, to easily trace the paths of the custom map, and the runtime Wayfinder, which calculates and outputs the best path to go from one location to another.</description></item><item><title>Breath of the Wild Stamina Bar With Shapes</title><link>https://antoinefougea.com/posts/breath-of-the-wild-stamina-bar-with-shapes/</link><pubDate>Sun, 16 Aug 2020 19:50:32 +0100</pubDate><guid>https://antoinefougea.com/posts/breath-of-the-wild-stamina-bar-with-shapes/</guid><description>Shapes is a plugin for Unity made by Freya Holmér. I’ve been looking for a quick project to try my hands at it.
Breath of the Wild is one of my main inspirations when it comes to simple and effective animations and VFX. The game’s stamina wheel has been recreated in Unity by quite a few people using UGUI and fillAmount property on the Image component. I thought that it could be a lot easier with Shapes, especially the immediate mode.</description></item><item><title>Infinium Wheels Unity Shader</title><link>https://antoinefougea.com/posts/infinium-wheels-unity-shader/</link><pubDate>Mon, 27 Jul 2020 20:02:24 +0100</pubDate><guid>https://antoinefougea.com/posts/infinium-wheels-unity-shader/</guid><description>The Infinium wheels Those are my favourite wheels in Rocket League, of course because since the day they came out, I wanted to make a shader of them.
It was when I landed on this post by Harry Alisavakis, that I finally got around making it.
To make it a little bit harder for me, I wanted to make them as Universal Render Pipeline as possible. So it means not using UnityCG.</description></item><item><title>Zomba Wheels in Shader Graph</title><link>https://antoinefougea.com/posts/zomba-wheels-in-shader-graph/</link><pubDate>Sun, 26 Jul 2020 20:03:13 +0100</pubDate><guid>https://antoinefougea.com/posts/zomba-wheels-in-shader-graph/</guid><description>The Zomba wheels. Witness one of the most iconic wheels from Rocket League. They instantly became a classic and the “white” variant is still among the most expensive items you can buy in the game.
They were originally made in Unreal Engine 4, but I wanted to see how close I could get inside of Unity. Fortunately, a shader is a shader, and is very similar in Unreal and Unity, so anything I’m doing here could theoretically be done in Unreal too.</description></item></channel></rss>