Pinned Repositories
Behaviors
BehaviourTree
Implementing Behavior trees in Unity using Unity's scene hierarchy as the tree structure.
BlindGunSlinger
Small game prototype for a blind game that used the HTC Vive as a blindfold. Shoot enemies you can't see, only hear!
Chinchillada-UI
Package for common code I use for UI in Unity.
Distributions
Implementation o Eric Clappert's blog series on random distributions in C#, with some utility code for usage in Unity.
Entoothyastic
Game developed as part of Nordic Game Jam 2019
FindComponentAttribute
Attribute for automating the finding of components on awake, to reduce the boilerplate code. Depends on Odin Inspector to work,
Foundation
Repo containing utility scripts and common scripts I use in projects in Unity.
PCGraph
Second attempt at implementing a graph-based editor for creating procedural generation pipelines, this time using NodeGraphProcessor as a node-graph framework.
Your-Die's Repositories
Your-Die/BehaviourTree
Implementing Behavior trees in Unity using Unity's scene hierarchy as the tree structure.
Your-Die/Distributions
Implementation o Eric Clappert's blog series on random distributions in C#, with some utility code for usage in Unity.
Your-Die/Entoothyastic
Game developed as part of Nordic Game Jam 2019
Your-Die/FindComponentAttribute
Attribute for automating the finding of components on awake, to reduce the boilerplate code. Depends on Odin Inspector to work,
Your-Die/Foundation
Repo containing utility scripts and common scripts I use in projects in Unity.
Your-Die/Behaviors
Your-Die/BlindGunSlinger
Small game prototype for a blind game that used the HTC Vive as a blindfold. Shoot enemies you can't see, only hear!
Your-Die/Chinchillada-UI
Package for common code I use for UI in Unity.
Your-Die/PCGraph
Second attempt at implementing a graph-based editor for creating procedural generation pipelines, this time using NodeGraphProcessor as a node-graph framework.
Your-Die/Colorscheme
Your-Die/Doomsday
Your-Die/football-party
Your-Die/Grid2D
package for dealing with and generating 2D grids in Unity.
Your-Die/GridGraph
Graph laid out in a grid structure. Mainly useful for generating mazes, as you can mark edges to be connected (doors) or disconnected (walls). Also contains some maze generation logic, as well as nodes for manipulating grid graphs in generator graphs.
Your-Die/MarkovJunior
Probabilistic language based on pattern matching and constraint propagation, 153 examples
Your-Die/Mazes
Your-Die/PCG
My old base package for my projects that use procedural generation, providing common functionality and some implemented algorithms. I've since moved on from this, as starting fresh every once in a while is nice.
Your-Die/PCG-Graph
An early attempt at using a graph editor for creating procedural generation pipelines, using the xNode framework for as a base for the node editor.
Your-Die/RandomExtensions
Implementing RNG related systems discussed in Game AI Pro 1 - Chapter 3
Your-Die/Sampling-graph
Use graphs to manipulate 1D functions and 2D textures that are intended to be sampled, like for noise or interpolation.
Your-Die/TextGrammars
Datastructures and authoring tools for using text grammars in Unity. Build around using the Tracery asset.
Your-Die/TheFirstPerson
An easy to use, feature rich, extendable first person controller for Unity.
Your-Die/xNode
Unity Node Editor: Lets you view and edit node graphs inside Unity