Tags – 3d.

Few icons.

I’d like to show you a few new icons I recently uploaded to Dribbble.

There’s more in life than ActionScript 3, so as I wanted to keep the craft flowing, I needed to create a few icons. And, well, to be honest to show one thing which is rather old. So here we go:


Gems


Flake


1stOmni icon.
Actually this image is from 2001, but was never published before.

Lightweight Unlit Sprite Shaders in Unity.

Yesterday I tweeted about my first two shaders: Sprite and Sprite Additive…

And today Aras Pranckevičius, lead graphics programmer at Unity, wrote me Unity 3.2 will have a couple of unlit shaders. That is perfect for my high performance mobile sprite needs. But until Unity 3.2 is released, I’d stick with my simple shaders.

In more detail: I’ve been looking for the right shader to shade my SpriteManager sprites. The default shader bundled with SM2 has vertex colored features, specularity and so on – but for my scenario it was a bit heavyweight, I just don’t need tinting and so on.

I am no expert in shaders (yet), so all I’ve done was fiddling around Mobile/Background and Mobile/Vertex Colored shaders from the SM bundle. Here’s results of the merge.

Honestly, I am not really sure I got everything right, but it works for me and allows me a bit higher framerate.

Sprite Shader

Shader "Mobile/Sprite" {
    Properties {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
    
    Category {
        Tags {
            "Queue" = "Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
        }

        Zwrite Off
        Blend SrcAlpha OneMinusSrcAlpha 
        Lighting Off
        Cull Back
    
        Fog {
            Mode Off
        }
    
        SubShader {
            Pass {
                SetTexture [_MainTex] {
                    Combine texture 
                }
            }
        }
    }
}

Sprite Additive Shader

Shader "Mobile/Sprite Additive" {
    Properties {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }

    Category {
        Tags {
            "Queue" = "Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
        }

        Blend SrcAlpha One
        Cull Off
        Lighting Off
        ZWrite Off
    
        BindChannels {
            Bind "Color", color
            Bind "Vertex", vertex
            Bind "TexCoord", texcoord
        }
        
        Fog {
            Mode Off
        }
    
        SubShader {
            Pass {
                SetTexture [_MainTex] {
                    combine texture * primary
                }
            }
        }
    }
}

Fracthor: Status update.

As I recently wrote, there’s a new game in production.

Mr. Chalupa and me are working on a new action title. Watch this space for updates!

Clarion Hotels Panorama Viewer
Clarion Hotel in Prague provides conference rooms for a wide range of events. I was asked to create a panorama viewer where potential clients could see the halls exactly how they look when prepared in several styles and settings.
Year:
2010
Client:
WDF
See it live at cchp.cz

MumboJumboT.

Since today I’ll be working on a small one week project, something like a workshop. I’d be glad to prepare an application for realtime visualization of audio.

I love this kind of projects: you got a limited time – 7 days should be enough to prepare a small application. Game, audio or video stuff, you name it. When you work alone, you could manage your time more precisely, there’s no one who tells you what to do and what you should avoid. It’s solely your work and you can do whatever you want to – but it has to be done before the deadline, which can’t be moved in any circumstances.

This time I’ll prepare a small audio application. No business plan, no desires to sell it. No visible sight of making money of it. Just simple fun. This app was on paper for too long and this contest made me start it.

The app will mix samples in a never-ending stream of blabs. Everything will be mixed randomly from predefined settings, adjustable by you. And most importantly you’ll be able to make your very own generator by recording audio from your computer’s Line In or Microphone input.

I want to show you some of technologies I developed during last few years. GUI widgets with loadable skins, audio processing (I made few multitrack sequencers and mixers), a slice of 3D rendering. All Model-View-Controller via PureMVC.

I want to use these technologies if you’re interested to know:

If you want to take a few lessons from ActionScript and these areas, this project is a lovely place to start. I did not tell you? Everything I am going to produce here will be licensed as Creative Commons, open for everybody. And that doesn’t apply only to source codes, I am talking about assets, source PSDs, illustrations, samples etc.

So if you’re interested in what I am going to come up with in next 6.5 days, enjoy me on the voyage. It will be a rather fast, but very fun trip. Watch this place and Twitter stream at @mumbojumbot.

Update

MumboJumboT project is done. Read more here.