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Hi everyone!

The past few months have been quite busy for me, balancing work (I am a lecturer in Artificial Intelligence), game development and tutorials. Since last August my commute was about 2.5 hours, but I have finally moved and I cannot wait to use all this extra time to make more content!

I usually do not do posts like this one, but I would like to update you all on what is coming next, and what I have been working on!

Journey Sand Shader

I know this is the most anticipated series on my blog. This online course will teach you how to re-make the sand shader that Journey used.

Topographical Map Rendering

A quick and easy tutorial about topographical maps, and how to render them properly. The technique uses a special shader and a postprocessing effect. It's a good tutorial to learn how to approach complex effects.

Kalman Filter

My very first tutorial was about Kalman filters. I have decided to revisit it, and make it into a much larger series. This online course will teach you everything you need to know not just to get started, but also to master this super valuable technique. For developers working with sensor (from electronics to touch input) this is something that can make a difference.

Fourier Transformation

I am also writing an introduction to Fourier Transformations. This is quite Maths heavy, but it will also have some of the best animations you'll ever seen on my blog.

PSX Retro Shader

Being a fan of the style myself, I am writing a series about retro shading, and how you can give your game that PSX look. The screenshot below has been taken from Unity. Can you recognise what it is?

Relativistic Raytracing

After seeing Interstellar, I have been super interested in making a relativistic raytracer that could take into account not just the shading of an object, but also the curvature of space and time. With the recent first "picture" of a black hole taken, I decided to start working on this. You can see below a super early image, which indeed shows how space is deformed around the black hole. And yes, there will be a detailed explanations of how black holes work.

ASCII Rendering

A Unity effect that renders your games as ASCII art. I have seen a lot of people using this, but NONE of the solutions you can find online do anything to take the perceived brightness into account! This tutorial will. You can see a screenshot from an early prototype, which I used to render No Man's Sky trailer (killed by the dreadful video compression of YouTube). Yes, that is how long ago I was working on this!

There are so many more things I've been working on...

  • Glitter & Velvet Rendering
  • Content Aware Rescaling
  • Unity 4D Extensions (yes: games in four spatial dimensions!)
  • Rain Shader
  • The new features of C#
  • Neural Networks for Cat Face Detection
  • Back-lighting for TVs and monitors
  • A Primer on Gender Bias in Data Analysis
  • ...

I hope you can see that I have been working really hard to keep the content coming. My update schedule has not been the most regular lately, and I am very sorry about that. I am at a point where I do not feel very comfortable publishing something unless is at a certain level of quality. Now that so many of you are actually paying for the content I produce, I want to make sure is as good as you expect it to be. Please, bear with me if this means that I cannot always post a tutorial every week.

That being said, I would be very happy to hear what you think. Which tutorials would you like to see first? This kind of feedback is really helpful for me!

Thank you again for your support. That, more than the actual financial support, is what really keeps my passion alive.

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