UPDATE – 19 APRIL 2019
As you may noticed, I worked on Point Cloud Sandbox these last weeks to add an export feature, as requested by some CGI fellows.
Point Cloud Sandbox 06.04.2017
March 20, 2017
I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors.
Newtonian Sandbox 03.20.2017
Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.
MobileKit for iOS & Android 05.28.2016
A dedicated page is now available at
BR9732.COM Blade Runner 9732 09.30.2014
August 10, 2014
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
Fluids through Marching Cube 08.10.2014
August 2, 2014
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene?
GPU SkinnedMesh Instancing 08.02.2014
April 16, 2014
I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something regarding this water effect.
Wet Glass Shader 04.16.2014
August 11, 2014
UIToolKit was a set of lite UI components for Unity. It helps you to design your interface directly in the editor by simply dropping components on your scene, add easy scripts to interact with them and customize them with your own styles and images.
UIToolKit Discontinued 08.11.2014
December 30, 2013
Here is a short demo of my accelerated GPU Particle System for Unity.
Katana Particle System 12.30.2013
For 6 months now I try to generate a huge amount of particles and interact with them physically.
Compute Shaders Experiments 07.08.2013