Raycasting in Unity Part 1: Vectors

This is the first post in a three part series on Raycasting in Unity. The follow up posts are:

Find the code on GitHub


Raycasting is the process of pointing (“casting”) a line (“ray”) in a direction and seeing what it hits.

The process is useful for, among other things, placing and selecting objects, giving AI agents a sort of vision, and building hoverbikes or a flock of sheep.

This guide will walk through some of the foundational concepts, and then build some basic examples in Unity.

Continue reading “Raycasting in Unity Part 1: Vectors”

Blender 30/30 Day 09: The Basics of Grass

After posting Dandelions the other day, I was asked by someone whether I knew of any better ways to make grass. I did not.

Today, however, I spent some time playing around with the hair simulator trying to get a half-decent grass effect. The intention of today is less a lovely render, and more a basic guide to making your own grass!

Continue reading “Blender 30/30 Day 09: The Basics of Grass”

A Hand Cranked LED Sign

This project came about when the Interactive Media team I was working with decided that we needed better wayfinding to our lab. We realised early on that any wayfinding of ours would absolutely have to involve flashy lights of some sort. The problem was that the corridors in our building have very limited access to power. Continue reading “A Hand Cranked LED Sign”