This once-obscure method, that – I guess – is the low-level call used by most of the new Unity GUI … is now the only way of drawing meshes in GUIs. The previous options have been removed, with brief comments telling you to use .SetMesh instead. Half of the DrawMesh […]
Yearly Archives: 2016
Shawn asked on Twitter: If there were one internal class/method/field in the UnityEditor namespace you would want exposed properly, what would it be? #unity3d — Shawn White (@ShawnWhite) June 29, 2016 We only get to pick ONE? :). How do we decide? There’s two ways to slice this. There’s “private […]
WordPress had a critical update recently, and I got tonnes of emails (one from each blog I run) demanding I upgrade NOW. So I did, and upgraded Apache to latest while I was at it. Oh dear. All sites offline. First: Unable to connect …then, when I fixed Apache, I […]
Instructions: Copy/paste this into your functions.php (TODO: convert it to a standalone php file, and make it into a plygin you can activte/deactivate) Create a new menu item of type “custom URL” Make your URL “http://#latestpost:category_name” where “category_name” is the name of the category whose latest post you want to […]
Master of Mana was a great game – much better than Civ5, and from what we’ve seen of Civ6, Firaxis is still playing catch-up in a few areas :). The author has disappeared, and his website has been taken over by scammers (not even going to link it), but the […]
Centers of tiles Edges of tiles Pros and cons Centers gives you STRAIGHT things (on a hex grid, it’s the only way to get straights!) Roman Roads Canals Large rivers Edges gives you meandering things (on a hex grid, centers only give wiggles at very large scale) River valleys Realistic […]
Warnings are very, very important in any compiled language: they tell you that the computer has checked your code and realised you “probably” created a bug; they even tell you something about what the bug might be. ..but the computer isn’t sure – if it could be sure, it would […]
Current features commit 26eafb7865965fd5ef5ee3ad4863f00acf8d10a2 Generates hexes landscapes, with heights (Civ5 bored me by being flat-McFlat-in-flatland) Every hex is selectable, using custom fix for Unity’s broken mouse-click handler (see below) Any object sitting on landscape is selectable (ditto) Selected units move if you click any of the adjacent hexes (shown using […]
Every week, I have to use six different Office Software Suites: At school: Microsoft Office 2013 At university: Microsoft Office 365 At work: OpenOffice At home: LibreOffice Everywhere: Apple Keynote Everywhere: Google Docs As an expert computer user (former SysAdmin), I’m often asked for help by people with non-computing backgrounds. […]
Unity is still the only major game-engine with an effective, established Asset Store. This is an enormous benefit to game developers – but do you feel you’re making full use of it? I’ve bought and used hundreds of Unity plugins, models, scripts, etc from 3rd parties. I’ve found some amazing […]
A few months ago I ran a survey to find out which programming-languages people were using with Entity Systems: https://docs.google.com/forms/d/18JF6uCHI0nZ1-Yel76uZzL1UfFMI21QvDlcnXSGXSHo/viewform I’m about to publish a Patreon article on Entity Systems (here if you want to support me), but I wanted to put something up on my blog at the same […]
TL;DR: experienced CEO/CTO/TechDirector with long background in programming, sales, and business management (Corporate, iPhone/Android, Games, Education) looking for strategic roles in USA, UK, and Asia. After a year-out to do a post-graduate degree in Education, I’m looking for something new and exciting to do next. My primary goal is to […]
A modest desire The red pyramid in this image is a custom handle (3D) that you can grab, drag, and move around the screen. When it touches another GameObject, it finds any Sockets on that object, and attempts to rotate + move + scale the first object so that they […]
Some screenshots from today’s improvements. I’m moving gradually towards releasing version 2. Shortlist of changes/improvements below… From this mess … to this: Building some odd machines to test it works: Features and fixes recently added Use shaded, materialed meshes for in-editor handles, instead of flat ugly rectangles and tris Click/tap […]
In case you weren’t aware, in a nutshell: Dev writes game, gets share of profits when sold Publisher manufactures game ($10 loss) Publisher sells game to retailer at $30 ($20 profit) Retailer sells game to public at $60 ($30 profit)
In the FPS roguelike I’ve been working on, a core feature is that each ability modifies how you interact with the world – you see things differently, you move differently, etc. Night Vision I’m working on a tiny level demo to show some of my ideas together. I want one […]
A lot of us have been looking at alternative engines recently, and for me the biggest challenge is that the intersection between “game engine I can use easily” and “programming language I am willing to use” is quite small. That got me thinking: if you started a new commercial ES […]