An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, a brief look at Forward vs Deferred rendering and some information about Material instances and Batching. HLSL | Unity Shader Tutorials, @Cyanilux
Let’s imagine a hypothetical situation. There’s an infection going round, and we want to predict the future severity of someone’s illness. There is a test that offers a good prediction. Let’s say the outcome of the test has a correlation of 0.78 with the patient's severity of infection. The problem with the test is that…
This blog post is going to be a little different to the previous few posts, there will be essentially no mathematics nor code. It is not intended as a how to or instructional post, merely a repository for my current opinions.
In this blog post we will cover some of the basics of the Barnes Hut algorithm. This is completely new to me, it is not an algorithm I’ve used/studied before (and I am by no means an astrophysicist). Nonetheless it has piqued my interest so I have decided to write about it. In this blog I will be talking about 2 dimensions unless otherwise stated, this just makes the resulting code run a little quicker and output easier to visualise. Modifying the 2d code to be 3d (or even higher dimension) requires only minor revisions.
"In computer science, syntactic sugar is syntax within a programming language that is designed to make things easier to read or to express. It makes the language "sweeter" for human use: things can be expressed more clearly, more concisely, or in an alternative style that some may prefer." -- https://en.wikipedia.org/wiki/Syntactic_sugar