Uploaded June 2017 | Updated September 2026, 2 weeks ago
Refactoring the threaded data request management code, moving terrain chunks to their own file, and getting rid of the map generator.
The full source code for this episode can be found here:
github.com/SebLague/Procedural-Landmass-Generation
If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. patreon.com/SebastianLague
paypal.me/SebastianLague
Refactoring the threaded data request management code, moving terrain chunks to their own file, and getting rid of the map generator.
The full source code for this episode can be found here:
github.com/SebLague/Procedural-Landmass-Generation
If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. patreon.com/SebastianLague
paypal.me/SebastianLague

![RPG graphics E05: Run animation [Blender]
In this episode we create a basic run and idle animation for the character.
See Brackeys channel for the programming half of this series: https://www.youtube.com/user/Brackeys
Run animation reference sheet:
https://www.dropbox.com/s/mokhspbia1g6wn9/run%20ref.jpg?dl=0
Download end-of-video file here:
https://www.dropbox.com/s/9aginok90hk5wjc/Player%20run%20anim.zip?dl=1
Download start-of-video file here:
https://www.dropbox.com/s/pkm46h431r9akss/Player%20walk%20anim.zip?dl=1
RPG gameplay programming playlist:
https://www.youtube.com/playlist?list=PLPV2KyIb3jR4KLGCCAciWQ5qHudKtYeP7
Support the creation of more gamedev tutorials:
https://www.patreon.com/SebastianLague RPG graphics E05: Run animation [Blender]](https://i.ytimg.com/vi/L3FJVQbnllc/mqdefault.jpg)

![[Unity 5] Object Pooling Tutorial
Object pooling is an optimisation technique which is extremely helpful for boosting the performance of mobile games. The basic idea is to recycle a pool of objects, rather than continually instantiating and destroying new ones.
UPDATE:
At ~15:16 in the video, the lines copied should preferably be pasted BEFORE the call to OnObjectReuse(), so that when that method is called, the object will already have its correct position/rotation values. This could be important when resetting certain things, for example the velocity of a projectile based on its initial rotation.
Source code:
https://github.com/SebLague/Object-Pooling
Support my videos on Patreon:
http://bit.ly/sebPatreon [Unity 5] Object Pooling Tutorial](https://i.ytimg.com/vi/LhqP3EghQ-Q/mqdefault.jpg)
![[Unity] Procedural Planets (E02 settings editor)
In this episode well be creating a custom settings inspector for the planet.
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Unity] Procedural Planets (E02 settings editor)](https://i.ytimg.com/vi/LyV7cEQyZMk/mqdefault.jpg)



![[Ludum Dare #43] The Resistance: Behind the Scenes
A game about batteries. Made in 48 hours for the Ludum Dare 43 game jam.
https://ldjam.com/events/ludum-dare/43/the-resistance
Support the creation of more tutorials and get early access to new videos: https://www.patreon.com/SebastianLague [Ludum Dare #43] The Resistance: Behind the Scenes](https://i.ytimg.com/vi/MoQ5OapRI2c/mqdefault.jpg)

