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Battletoads Tech Talk - The Challenge of 11 Game Modes - Unite Now 2020
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- 1 Intro
- 2 Agenda
- 3 What is Battletoads?
- 4 Depth of Field
- 5 Depth buffer
- 6 Setting up the cameras
- 7 Setting up the Render Texture
- 8 Adding and removing the command buffer
- 9 Composition in action
- 10 Summary
- 11 How can we make the Culling Group API work for us?
- 12 Culling system design
- 13 ICullable interface
- 14 Example ICullable implementation
- 15 Creating the Group
- 16 Notifying the ICullable instances
- 17 Some examples
- 18 Culling: What did we end up with?
- 19 Visual effect system
- 20 Referencing a VFX
- 21 Populating the required pools
- 22 Visual effects management
- 23 Editor tools and debugging
- 24 Shmup impact effects
- 25 Anatomy of a visual effect
- 26 One-shot effects
- 27 Simple example: Emitter
- 28 Simple example: Effect
- 29 What does this mean?
- 30 Lessons from 11 game modes