Exploring Unity’s Entity Component System

The bleeding-edge Entity Component System is a new way to create high-performance applications in Unity. Its a set of extensions to Unity that support and encourage developers to write code that can exploit multiple processor cores more easily, and ultimately upgrade and reuse behavioral code more easily.

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Custom Shaders for Immersive Media

I worked with a local filmmaker on a 360 degree VR video experience. I review my experience with node-based shaders to create a custom vignette for the application, and briefly discuss handwritten HLSL shaders to exploit depth data from Google’s 360 Jump hardware.

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Content © Mark Zifchock, 2020

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