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Creating a Managed 3D Physics Engine in C# – Part I – Introduction
Physics

Creating a Managed 3D Physics Engine in C# – Part I – Introduction

Before I knew the existence of Jitter Physics (which is what I’ll end up using), I decided to try to make my own Physics Engine following Game Physics Engine Developmnet by Ian Millington, and basically got stuck somewhere when making Contact Resolvers for Rigidbodies. However, I wanted to share my experience making Physics Engine, hopefully as briefly as I can while still making sense. Base Data Types Before we get started in creating the very best physics engine (right?

  • ETdoFresh
    ETdoFresh
Discord Notification of Unity Cloud Build via Webhooks
Utility

Discord Notification of Unity Cloud Build via Webhooks

EDIT: Looks like Unity Cloud Build now has this built in! Yay! Thanks for those that did donated! Hope it helped you out in the interim! I wanted to write a small blog post about how to show notifications on your Discord channel when a cloud build is ready. Here are the steps: (Optional) Add a channel where build notifications will appear Setup webhook URL in Discord Setup translation webhook Connect webhook URL to Unity Cloud Build Done!

  • ETdoFresh
    ETdoFresh

Forget MinGW Makefiles… What’s up Visual Studio?

Hours…. literally a handful of hours trying to setup MinGW for my class projects. Yeah, MinGW was kicking my butt… I just threw my hands up, waved the white flag, and gave up. You may have saw in the last post that we did get Freeglut working… but once it came to glew32, it all came unglued.

  • ETdoFresh
    ETdoFresh