Unity3D Multi-layer PBR Car Paint Shader
Unity3D custom PBR multi-layer car paint shader from Pleribus on Vimeo.
Have been working on a multi-pass physically based car paint shader for Unity3D during some downtime.
Unity3D custom PBR multi-layer car paint shader from Pleribus on Vimeo.
Have been working on a multi-pass physically based car paint shader for Unity3D during some downtime.
I’ve been playing with AS3Signals lately, and think I will be replacing flash events with it on all future projects.
It’s so simple!
So what is AS3Signals?
AS3Signals is a lightweight replacement for Flash Events written by Robert Penner.
AS3Signals aims to reduces the amount of traditional ‘boiler plate’ code required to receive and dispatch messages in Flash.
Why use AS3Signals?
Writing custom events tends to be a bit of a tedious chore on most projects, and I know many developers approach custom Events in different ways.
Some choose to create a single flexible Event with a loosely typed payload (ie. data:Object), while others like myself, like to strongly type events with value objects wherever I can (resulting in many custom event classes per project).
AS3Signals practically does away with the need for custom event classes altogether, as you now simply append any number of parameters to your signal.
The time saved not having to write all of these custom events alone is reason enough to jump into AS3Signals.
Read more →
Papervision – Augmented Reality (extended) from Boffswana on Vimeo.
http://boffswana.com/papervision-augmented-reality/
The original Augmented Reality demo of Boffswana’s Proto Character taken from the desktop to the desk using Flash. Proto became an instant mascot for Boffswana with the demonstration video popping up on blogs around the world and receiving over 370,000 views. He has since been used to demonstrate all manner of technologies including Boffswana’s latest demos in headtracking for 3D VR display.