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Lindsay Cox

About

Professional Games Programmer and part-time indie developer. Make games and love doing it.

Blog posts

OpenGL Tutorial #2 – Shader Intro

So we set up to now, our program did not actually draw anything. All we did is set up the basics and filled up the colour buffer with the colour blue. Let’s review that code again. The function GL.ClearColor. Here is a tip when it comes to figuring out what these kinds of funcitons actually done. Read more →


Tutorial Introduction – Setting up Open TK

If you have been over to Humble Bundle recently, you would see there is a really good bundle with a load of programming books in it. Included is a book called “Computer Graphics Programming in Open GL with Java”. As Java and C#, and I like C# much better than Java or C#, I thought Read more →


A brief shader overview in Unity

I have started playing Yakuza 0 again. It is worth picking up! Anyway, as you may have guessed, I haven’t got a relevant image for this article so just whacked in what was playing. Shaders are often this scary, black magic game dev word that a lot of people run away from. Shaders are bits Read more →


A brief shader overview in Unity

I have started playing Yakuza 0 again. It is worth picking up! Anyway, as you may have guessed, I haven’t got a relevant image for this article so just whacked in what was playing. Shaders are often this scary, black magic game dev word that a lot of people run away from. Shaders are bits Read more →


Unreal Engine – Exposing Functions and Variables to the Editor

This is a repost of something I put on twitter a while ago when I first started learning Unreal Engine last year which was how intuitive it was to expose things to the editor. Unity lets you expose variables to the editor by using the SerializedField attribute. Unreal Engine has a similar method in the Read more →


C++ Struct Memory Layout

I have been playing God of War recently (also known as Dad of Boy) and it is amazing. Out of curiosity I looked at what it would take to be a gameplay programmer (I am not planning to move to the states, but you know, you never know what the future may hold) and once Read more →


Unity Triple A – Characters looking at stuff via IK

I have been talking about doing this for ages, and as my interest for Triple A techniques increases and the blog was looking a little sparse, I thought I would do a few tutorials on more Triple-A techniques. In this article, I am going to talk about using Inverse Kinematics in Unity and in particular characters looking at Read more →


User-friendly data tools for my JRPG

I haven’t done a project blog in regards to tech in like forever. In fact, I haven’t blogged in like forever. HI! So yeah I finished Persona 5 (hence the picture) and it took around 90 hours. And that game is a JRPG. And I am working on a JRPG so see it is kind Read more →


Your first games programming gig – the 2018 edition

It is 2018, and whilst the world can feel like it is falling apart a bit in regards to politics, economics and whatever, we can rejoice. ONE OF THE BEST GAMES EVER GOT REMADE AND IT IS NOT TERRIBLE! Seriously if you have a PS4 go and and get Shadow of The Colossus. Anyway! This Read more →


Get Shifty (Bitwise Operations)

As I fired up my pc today I actually looked at those post-it notes that have been sat on my desktop. And one of those little tasks was “Stuff I need to brush up on – C# Bit Shifting”. Have you ever used a bitwise operation? I have maybe once. Have you needed to do Read more →