diff --git a/lesson_094_shadow_mapping/README.md b/lesson_094_shadow_mapping/README.md index 0cd7ca8..c542861 100644 --- a/lesson_094_shadow_mapping/README.md +++ b/lesson_094_shadow_mapping/README.md @@ -27,7 +27,7 @@ https://www.youtube.com/watch?v=LqIl--GgfDA ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/0Xk96uN3Ceo) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_095_cylinder_wrapping_tappering/README.md b/lesson_095_cylinder_wrapping_tappering/README.md index 53488e4..e7d8477 100644 --- a/lesson_095_cylinder_wrapping_tappering/README.md +++ b/lesson_095_cylinder_wrapping_tappering/README.md @@ -9,7 +9,7 @@ Time for more procedurally generated mesh fun. Today we explore manipulating a p ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/CYGnm4vIFUE) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_096_infinite_terrain/README.md b/lesson_096_infinite_terrain/README.md index 53488e4..d5c3127 100644 --- a/lesson_096_infinite_terrain/README.md +++ b/lesson_096_infinite_terrain/README.md @@ -1,6 +1,6 @@ -# Fun with WebGL 2.0 - 095 - Cylinder Wrapping and Tappering +# Fun with WebGL 2.0 - 096 - Infinite Terrain **Description**: -Time for more procedurally generated mesh fun. Today we explore manipulating a plane by wrapping it around a cylinder. Then we kick it up a notch and change the plane to have a spiral like pattern before doing the cylinder wrapping. Then we explore how to apply tappering. In the end we'll end up with a 3D spiral drill. From there I use previous code for mesh generation to create a platform and the rest of the parts to create the Spiral Core from the anime, Gurren Lagann. +Today we're going to build a manager that handles and recycles items in a 9 cell grid. This allows us to create chunks of terrains and as we move around we can shift chunks into new positions and recycle old ones to display new pieces of terrain. You can move in any direction and new terrain will be generated. ### Links of Interest @@ -9,7 +9,7 @@ Time for more procedurally generated mesh fun. Today we explore manipulating a p ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/C_kRglI_QF8) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_097_ecs_p1_components_entities/README.md b/lesson_097_ecs_p1_components_entities/README.md index b9d002a..81c9c73 100644 --- a/lesson_097_ecs_p1_components_entities/README.md +++ b/lesson_097_ecs_p1_components_entities/README.md @@ -1,6 +1,6 @@ # Fun with WebGL 2.0 - 097 - ECS P1: Components and Entities **Description**: -Starting with this video we are going to start building an implementation of an ECS design pattern. Since its javascript, we are not able to build something that will be optimized to run with CPU Cache but there is other benifits of ECS that can make things easier for us to build an engine that will be more flexible and easier to maintain in the long run. So lets start by putting together Components and Entities and how they will relate with each other. +Starting with this video we are going to start building an implementation of an ECS design pattern. Since its javascript, we are not able to build something that will be optimized to run with CPU Cache but there is other benefits of ECS that can make things easier for us to build an engine that will be more flexible and easier to maintain in the long run. So lets start by putting together Components and Entities and how they will relate with each other. ### Links of Interest @@ -9,7 +9,7 @@ Starting with this video we are going to start building an implementation of an ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/mCDo3lmrQv4) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_098_ecs_p2_systems_assemblages/README.md b/lesson_098_ecs_p2_systems_assemblages/README.md index c3f3cd6..42870b8 100644 --- a/lesson_098_ecs_p2_systems_assemblages/README.md +++ b/lesson_098_ecs_p2_systems_assemblages/README.md @@ -10,7 +10,7 @@ the idea of Assemblages, which is a class that handles creating entities with pr ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/biu73J2KULI) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_099_ecs_p3_transforms_rendering/README.md b/lesson_099_ecs_p3_transforms_rendering/README.md index d44d394..25227ff 100644 --- a/lesson_099_ecs_p3_transforms_rendering/README.md +++ b/lesson_099_ecs_p3_transforms_rendering/README.md @@ -9,7 +9,7 @@ With the basic ECS framework put together in the last 2 videos, we start integra ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/3bl78_Urxgk) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_100_ecs_p4_input_handling/README.md b/lesson_100_ecs_p4_input_handling/README.md index 3e317d5..100274d 100644 --- a/lesson_100_ecs_p4_input_handling/README.md +++ b/lesson_100_ecs_p4_input_handling/README.md @@ -9,7 +9,7 @@ In the last video we got rendering working, Now we build functionality to keep s ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/oYf8sC9-HeU) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_101_ecs_p5_advanced_components_systems/README.md b/lesson_101_ecs_p5_advanced_components_systems/README.md index 3e9bbc7..760f5bd 100644 --- a/lesson_101_ecs_p5_advanced_components_systems/README.md +++ b/lesson_101_ecs_p5_advanced_components_systems/README.md @@ -10,7 +10,7 @@ Lets start having some fun by creating more components and systems that we'll ne ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/5KIOMV6az4Y) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file diff --git a/lesson_102_ecs_p6_transform_hierarchy/README.md b/lesson_102_ecs_p6_transform_hierarchy/README.md index bd26f3a..c79de56 100644 --- a/lesson_102_ecs_p6_transform_hierarchy/README.md +++ b/lesson_102_ecs_p6_transform_hierarchy/README.md @@ -10,7 +10,7 @@ Complex objects need to be nested together, so we create a new component that ho ### Links -* [Lesson on Youtube]() +* [Lesson on Youtube](https://youtu.be/rp-FqZhMfoI) * [Youtube Series PlayList](https://www.youtube.com/playlist?list=PLMinhigDWz6emRKVkVIEAaePW7vtIkaIF) * [Twitter](https://twitter.com/SketchpunkLabs) * [Patreon](https://www.patreon.com/sketchpunk) \ No newline at end of file