MobileKit for iOS & Android

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.

Blade Runner 9732

UPDATE 12-04-2015 A dedicated page is now available at BR9732.COM

Fluids through Marching Cube algorithm

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.

Black Hole 0.1 to Newtonian Sandbox

UPDATE 20-03-2017 I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.

GPU SkinnedMesh Instancing

Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.

SuperNova 0.1

I was already fascinated by the power of stars when I was a little boy. With Computer Graphics technology, I can now simulate at home what I always wanted to see and to play with.

Wet Glass Shader

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 realistic and quite light for the GPU.

UIToolKit Discontinued

UIToolKit is 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 some easy scripts to interact with them and customize them with your own styles and images.

Katana Particle System

Here is a short demo of my last gpu development involving particles and physics.