TheIndiv's repositories
Advanced-Movement-System-Godot
This project is a template for creating advanced Third/First Person movement in GODOT
com.unity.toonshader
Unity Toon Shader ( in progress )
CoR-Skinning
Optimized Center of Rotation skinning in unity
DeMiedo-FPS-Controller
First Person Controller used in the game "...De Miedo" by Leafsoft Games. Adapted from Q_Move by Btan2.
DMMap
A vector-looking minimap solution for Unity
Godot-4.0-Procedural-Animation
A basic procedural animation implementation in Godot 4.0 for YouTube tutorial.
Graphics
Unity Graphics - Including Scriptable Render Pipeline
growth-academy
Hub for all code related to Growth Academy
GZDoom_Descent
DescentGZ - A Descent 1/2 Gameplay mod for GZDoom.
LLL_Mantis
This is a game that reads your browser history (locally), then roasts you. PLAY IT ALONE!
ps1-affine-shader
A recreation of the PlayStation 1's affine texture mapping in Unity.
Q_Move
Quake-like controller for Godot
Randomation-Vehicle-Physics
Vehicle physics system for the Unity engine.
realtime-CSG-for-unity
Realtime-CSG, CSG level editor for Unity
SecondOrderDynamics_Test
A test of my second order dynamics in Unity implementation.
ShaderGraphVariables
Adds 'Register Variable' and 'Get Variable' nodes to Shader Graph, allowing you to link sections of a graph without connection wires. <3
TextAdventure
Simple Text Adventure Engine in Python
UnityPhysics-GameObjects
Proof of concept wrapper to allow using Unity Physics directly with Game Objects (without ECS).
UnitySimpleUtils
Collection of simple utility scripts for Unity
UnityTools
A small collection of tools that multiple projects make use of.
URP_BlitRenderFeature
Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination. Allows blit to happen after post processing with the After Rendering event.
URP_ShaderCodeTemplates
A few shader code templates/examples for Unity, Universal Render Pipeline (URP). ShaderLab & HLSL.
URP_ShaderGraphCustomLighting
Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline