Battletoads Tech Talk - The Challenge of 11 Game Modes - Unite Now 2020

Battletoads Tech Talk - The Challenge of 11 Game Modes - Unite Now 2020

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Depth buffer

5 of 30

5 of 30

Depth buffer

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Battletoads Tech Talk - The Challenge of 11 Game Modes - Unite Now 2020

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

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