Skin writing disease — sometimes also called idiopathic dermographism, chronic idiopathic urticaria (CIU), or dermatographic urticaria- can have a plethora of causes. Doctors mark it idiopathic once they are unable to find a cause… and that was exactly my case. The end diagnosis of my immunologist was that it is “genetic” and incurable. Luckily I did not give up and found a cure.
In my 7 years-long search for curing it, I stumbled across many articles and stories, but I did not find any solutions. I read a lot about similar conditions — sun, cold, and stress initiated.
Mine was purely pressure related, but the solution I found should be useful even for those not pressure related. …
The basic law of the Universe is that of karma. Everything you do leaves a debt, be it good or bad.
I use this philosophy for my everyday life. I know that when I will partake in hedonistic pleasures, it will incur a debt, I will have to pay for later.
So, when I have a day that is full of easy things, then I know the second day will be full of difficult things. Thus I try to do very difficult things, so I can have an easy time later.
The same goes for any kind of project. Be it your college project or a work project. When I go for the easy way out, and I make some short-sighted decision, it ALWAYS comes back, sooner or later, and kicks me in the butt. …
Jung’s Labyrinth is a psychological exploration game I made in 3 months. The game is unlike any other. I noticed a niche on the market, for games that would utilize Jungian psychology. There are literally no games (or movies) that would go in-depth into archetypal/analytical psychology and use its concepts literally.
Most people never even heard about Jung, but they know Sigmund Freud. In my subjective opinion, Freud was a narrow-minded sexually repressed genius, whereas Carl Gustav Jung was an incomprehensibly deep and open genius.
I compare Jung to Einstein, but you can understand how Einstein came up with his theories. As he himself says, he just thought about a problem longer than normal people. But Jung… he was sort of an archeologist for the mind and the roots of consciousness. The depths of his understanding of the mind are scary. Each time I read his books I feel like reading something out of a Lovecraftian story, except it’s almost always scientific and provable. …
Neurotic symptoms, therefore, might be compensatory; part of a self-regulating mechanism whose aim was the achievement of a better balance within the psyche. Jung sometimes said of an individual: “Thank God, he became neurotic!” Just as pain might make a man realize that there was something wrong with his body, so neurotic symptoms could draw attention to psychological problems of which the individual was unaware.
The very frequent neurotic disturbances of adult years all have one thing in common: they want to carry the psychology of the youthful phase over the threshold of the so-called years of discretion. Who does not know those touching old gentlemen who must always warm up the dish of their student days, who can fan the flame of life only by reminiscences of their heroic youth, but who, for the rest, are stuck in a hopelessly wooden Philistinism? As a rule, to be sure, they have this one merit which it would be wrong to undervalue: they are not neurotic, but only boring and stereotyped. …
Add an audio listener to your camera (it should be there by default already):
Import your sounds:
Add Audio Source component to the objects you want to emit sound. I will add it to a “blood splash” prefab, that gets spawned every time enemy is killed.
Add it an check Play on awake:
Now the sound will play every time a zombie is killed.
Audio Manager provides a long term solution for managing audio clips in a big project. You can also re-use this manager in every future gamedev project. So let’s get to it:
Create an empty object AudioManager and assign a c# script to it. …
The first article I wrote after quitting my office job gained 440 hours of member reading time, 80k views, 1k fans, and almost 4k claps.
Here is a post-mortem analysis of the article.
Before I jumped into being a medium writer “full-time” I wrote some articles on the side, but I’ve never entirely invested myself in it. The most-read article before that had 9k views and made only a few dollars. Only when I went all-in I was able to write this break-through article. …
In the last part of this gamedev series we will be making the scene look good. We will add better models, play with atmosphere and tweak the overall game feel.
Essentially, I will be creating this:
First set the Color space to Linear in the Edit | Project Settings. It will make the colors look more natural.
Delete the Plane object and add a Terrain instead.
The following part is gonna take quite some time and it will be camera-movement heavy, so we better use some shortcuts and camera manipulation techniques for easier 3D world manipulation.
You can hold right mouse button any use WASD keys to fly through the scene (don’t forget to set the camera speed to high enough value so you are visibly…
When you are working on a long-term project it’s crucial to keep things tidy, organized and scalable. Let’s take a look at 3 design patterns that will help with that — observer, state and command pattern. In the terms of attributes it will be the header and range modifiers.
The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. — wikipedia
First I create a model scene. The observer pattern consists of the subject and the observers. …
In this tutorial I will work with the HDRP, high quality graphics module in Unity. Previous part of the tutorial series is here.
Install the HDRP package
Import the packages you want:
Go through the install wizard. Install the configuration package.
Reimport all the assets ( Assets | Reimport all ):
After Unity restarts you will see the new scene. If you had the material shaders set to Unity/Standard, it should fix the colors without issue.
The scene will now be using HDRP/Lit shaders, so the scene will look monochromatic, like this:
To quickly fix it, just increase the metallic surface of the materials to ~0.6. That way the textures will get the original colors. In my case I plan to convert the project to black and white in post processing, so I don’t care about the exact colors the original textures had at the moment. However, if you need the right texture colors, you will need to tinker with the normal maps and mask map switches. …