Catlike Coding Unity tutorials

My unity projects following Catlike Coding's awesome tutorial at https://catlikecoding.com/unity/tutorials/

TODO LIST

Basics

  • 1.1 - Game Objects and Scripts Preview of clock in both continuous mode and uncontinuous mode
  • 1.2 - Building a Graph Preview of a sine graph
  • 1.3 - Mathematical Surfaces Preview of different mathematical surfaces
  • 1.4 - Constructing a Fractal Preview of two fractals
  • 1.5 - Frames Per Second

Object Management

  • 2.1 - Persisting Objects
  • 2.2 - Object Variety
  • 2.3 - Reusing Objects
  • 2.4 - Multiple Scenes
  • 2.5 - Spawn Zones
  • 2.6 - More Game State
  • 2.7 - Configuring Shapes
  • 2.8 - More Factories
  • 2.9 - Shape Behavior
  • 2.10 - Satellites
  • 2.11 - Lifecycle
  • 2.12 - More Complex Levels

Tower Defense

  • 3.1 - The Board
  • 3.2 - Enemies
  • 3.3 - Towers
  • 3.4 - Ballistics

Flow

  • 4.1 - Texture Distortion
  • 4.2 - Directional Flow
  • 4.3 - Waves
  • 4.4 - Looking Through Water

Mesh Basics

  • 5.1 - Procedural Grid
  • 5.2 - Rounded Cube
  • 5.3 - Cube Sphere
  • 5.4 - Mesh Deformation

Scriptable Render Pipeline

  • 6.1 - Custom Pipeline
  • 6.2 - Custom Shaders
  • 6.3 - Lights
  • 6.4 - Spotlight Shadows
  • 6.5 - Directional Shadows
  • 6.6 - Transparency
  • 6.7 - Reflections
  • 6.8 - Global Illumination
  • 6.9 - Baked Shadows
  • 6.10 - Level of Detail
  • 6.11 - Post-Processing

Rendering

  • 7.1 - Matrices
  • 7.2 - Shader Fundamentals
  • 7.3 - Combining Textures
  • 7.4 - The First Light
  • 7.5 - Multiple Lights
  • 7.6 - Bumpiness
  • 7.7 - Shadows
  • 7.8 - Reflections
  • 7.9 - Complex Materials
  • 7.10 - More Complexity
  • 7.11 - Transparency
  • 7.12 - Semitransparent Shadows
  • 7.13 - Deferred Shading
  • 7.14 - Fog
  • 7.15 - Deferred Lights
  • 7.16 - Static Lighting
  • 7.17 - Mixed Lighting
  • 7.18 - Realtime GI and LOD Groups
  • 7.19 - GPU Instancing
  • 7.20 - Parallax

Advanced Rendering

  • 8.1 - Flat and Wireframe Shading
  • 8.2 - Tessellation
  • 8.3 - Surface Displacement
  • 8.4 - Bloom
  • 8.5 - Depth of Field
  • 8.6 - FXAA
  • 8.7 - Triplanar Mapping

Hex Map

  • 9.1 - Creating a Hexagonal Grid
  • 9.2 - Blending Cell Colors
  • 9.3 - Elevation and Terraces
  • 9.4 - Irregularity
  • 9.5 - Larger Maps
  • 9.6 - Rivers
  • 9.7 - Roads
  • 9.8 - Water
  • 9.9 - Terrain Features
  • 9.10 - Walls
  • 9.11 - More Features
  • 9.12 - Saving and Loading
  • 9.13 - Managing Maps
  • 9.14 - Terrain Textures
  • 9.15 - Distances
  • 9.16 - Pathfinding
  • 9.17 - Limited Movement
  • 9.18 - Units
  • 9.19 - Animated Movement
  • 9.20 - Fog of War
  • 9.21 - Exploration
  • 9.22 - Advanced Vision
  • 9.23 - Generating Land
  • 9.24 - Regions and Erosion
  • 9.25 - Water Cycle
  • 9.26 - Biomes and Rivers
  • 9.27 - Wrapping

Noise

  • 10.1 - Noise
  • 10.2 - Noise Derivatives
  • 10.3 - Simplex Noise

Marching Squares

  • 11.1 - Partitioning Space
  • 11.2 - Sharing and Crossing
  • 11.3 - Staying Sharp
  • 11.4 - Erecting Walls
  • 11.5 - Being Colorful

Games

  • 12.1 - Swirly Pipe
  • 12.2 - Maze