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.
Read MoreCustom 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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