EmmetOT
programmer and (mostly unity) game developer from ireland, living in berlin and working at klang games.
berlin
Pinned Repositories
BoundingVolumeHierarchy
This is a port of Erin Catto/box2d's b2_dynamic_tree from C++ to C#, intended for use in Unity. It's a very faithful translation with a couple of additional C# creature comforts for usability.
BufferSorter
This is a very simple tool for in-place sorting of ComputeBuffers of ints on the GPU, meant for use in Unity.
GravityPlayground
HDRPGrass
Grass for Unity's HD render pipeline. This project was an experiment to learn more about hand-writing HDRP shaders and writing shaders with custom tesselation steps. There's also an additional attempt to create grass using compute shaders + DrawProceduralIndirect. This project was written for Unity version 2019.4.11f1 and given the volatile nature of hand-writing HDRP shaders I doubt it will work in newer versions!
IsoMesh
IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring.
LineDrawer
A simple tool for drawing anti-aliased lines in Unity, similar to Handles.DrawAAPolyLine but not a gizmo.
NetworkTimeChecker
A small static class for getting time from the internet in Unity.
SignedDistanceFun
Learning about signed distance fields and raymarching
StructableObject
StructableObject is a wrapper for Unity's ScriptableObject system. It basically just lets you manipulate a data struct as if it were a ScriptableObject. This has been useful in my own development as it allows you to create systems which work well with both procedural data and designed data.
Waylayallay
EmmetOT's Repositories
EmmetOT/IsoMesh
IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring.
EmmetOT/HDRPGrass
Grass for Unity's HD render pipeline. This project was an experiment to learn more about hand-writing HDRP shaders and writing shaders with custom tesselation steps. There's also an additional attempt to create grass using compute shaders + DrawProceduralIndirect. This project was written for Unity version 2019.4.11f1 and given the volatile nature of hand-writing HDRP shaders I doubt it will work in newer versions!
EmmetOT/LineDrawer
A simple tool for drawing anti-aliased lines in Unity, similar to Handles.DrawAAPolyLine but not a gizmo.
EmmetOT/BoundingVolumeHierarchy
This is a port of Erin Catto/box2d's b2_dynamic_tree from C++ to C#, intended for use in Unity. It's a very faithful translation with a couple of additional C# creature comforts for usability.
EmmetOT/StructableObject
StructableObject is a wrapper for Unity's ScriptableObject system. It basically just lets you manipulate a data struct as if it were a ScriptableObject. This has been useful in my own development as it allows you to create systems which work well with both procedural data and designed data.
EmmetOT/BufferSorter
This is a very simple tool for in-place sorting of ComputeBuffers of ints on the GPU, meant for use in Unity.
EmmetOT/GravityPlayground
EmmetOT/NetworkTimeChecker
A small static class for getting time from the internet in Unity.
EmmetOT/Waylayallay
EmmetOT/HalfEdgeMesh
EmmetOT/SignedDistanceFun
Learning about signed distance fields and raymarching
EmmetOT/SimpleScene
Simple 3D scene manager in C# and OpenTK / OpenGL
EmmetOT/AdventOfCode2022
EmmetOT/emmetot.github.io
My GitHub Pages Site
EmmetOT/Raytracing
Implementing the raytracing as described in the book "Raytracing in One Weekend"