Dev Blog #6

Well. You may notice by the time since my last post that I’ve been rather busy. Corona didn’t leave me unaffected much like everyone else. Thankfully only financially. But while I was busy rebuilding my business, I could still spare working on Dawn occasionally.

First of all I have updated the website to research into coupling 3D animations with scrolling features und give a general styling update. Many things are still subject to change, but for now it’s “good enough”.

And second of all I have decided to put every project into a final state, since most of them are currently out of my scope. As long as Dawn is a hobby, projects in that scale are only worth the effort for researching into new tutorial topics. The project overview now features more of my older projects and what I have worked at in the mean time. Most of those will only reach the “Proof of Concept” stage, which indicates that I could finish the main mechanic (or failed at it) and feel like any more work would need a substantial amount of time from my already very full schedule.

But only putting an archive label on my past work, doesn’t really remove the dread of an unfinished project. So while my previous endavours where still a big learning adventure, I will continue with smaller projects in the scope of my tutorials. Gotta learn from your mistakes, eh? DronAR could in theory see a release, since the core mechanics are nearly finished, but I feel like there is just better games out there (like Drone Swarm) and I could use my time better on tutorials than finishing a mediocre game.

In my absence I have also spent time on a new research project focused mainly around voxel generation and modability. This is one of the things that I really want to write a tutorial on and it worked out well. I couldn’t get liquids to work in a satisfying way but I could get a good insight into efficiently compressing huge amounts of map data. More than I can fit into one tutorial alone, so a huge win for what I want to do next.

Lately I also found alot of nice ways to generate low poly models. I might write a longer series about those some time, which fits perfectly in my plans for the furture of Daw.

Which are: Focus more on the educational aspect of the website, writing new tutorials and hopefully moving to richer content on YouTube.

But step by step. For now you can expect a new tutorial on Unity in the next weeks and more to follow.

Cheers

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