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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 […]

Improved interactive GUI for Snap-and-Plug (glue/vertex snapping for complex objects …

An easy “solution” to the pre-owned games problem that’s destroying #gamedev

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)

An easy “solution” to the pre-owned games problem that’s destroying …

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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 […]

Making a night-vision shader for animals in #unity3d

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Survey: which language(s) do you use along with an #entitysystem in #gamedev?

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 […]

Survey: which language(s) do you use along with an #entitysystem …

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Support me on Patreon for early access to new Entity Systems articles

I love researching and writing about Entity Systems, but it takes me days or weeks to make a single article. I’ve written almost nothing for the past 18 months because on my current salary I can’t afford the time off work. So … now I’m crowdfunding the long, detailed, in-depth […]

Support me on Patreon for early access to new Entity …

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Brief look at obvious #UX mistakes in Civilization 5 (and why you should never buy another Firaxis game)

Civilization was one of the best games ever designed and shipped. Civ5 is tragic. It’s one thing to launch a AAA title full of nerfed gameplay and obvious, in-your-face bugs, but quite another to leave them unfixed for years after. It’s one thing to officially fix your bugs only in […]

Brief look at obvious #UX mistakes in Civilization 5 (and …

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Simple #unity3d bugs and flaws fixed by Entity Systems – number 1

I periodically write massive long documents detailing all the bugs in Unity that I know, have memorized, and have to workaround on a day-to-day / hour-to-hour basis. But it makes me so angry and frustrated – so much terrible coding, so little technology-leadership at the company – that I end […]

Simple #unity3d bugs and flaws fixed by Entity Systems – …

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New prototype I’ve been playing around with…

BlobBlobBlob screenshots

How to get an awesome tag-cloud for WordPress

There’s only a few tag-cloud plugins that still work – most of them have stopped being supported. The best one I found has super-awesome-multi-colour mode. But by default it’s disabled, and the config-options don’t include a way to turn it on. You have to dig in the developer documentation to […]

How to get an awesome tag-cloud for WordPress

Unity: the “real” version 5 just released (#Unity3d 5.2 fixes many severe issues!)

A new version of Unity is now out – https://unity3d.com/unity/whats-new/unity-5.2 – and it’s a doozy. I don’t normally blog a blow-by-blow account, but this set is particularly interesting. It suggests the tech team has been focussed on fixing many “critical but un-sexy” problems. That is a noticeable change in direction […]

Unity: the “real” version 5 just released (#Unity3d 5.2 fixes …

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#Unity3d hardware usage + implications – Summer 2015

There’s tonnes of blogs out there, so I only talk about the bits that other people have missed, or were too polite or inexperienced to cover. Often that means I’m the one pointing out the flaws (most people don’t want to write bad things. Screw that; ignoring the bad points […]

#Unity3d hardware usage + implications – Summer 2015

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Unity3D has a great core architecture – it’s easy to understand and use. However, it has some significant flaws. One of the recurring problems I run into is that Unity requirs you to have precisely one “Scene” at any one time, but often you need to have multiple scenes at […]

New #unity3d feature: Virtual Scenes

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One of my hobby projects is a testament to the Ultima and Elder Scrolls games – a massive open-world, where everything you do impacts the world around you. This has long been promised by commercial games – and it sucks from a gameplay perspective; it’s just not fun. But a […]

Writing a #unity3d mini-game … to help you design a …

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Template for #unity3d to test custom procedural game meshes

One of Unity’s dirty secrets is that (out of the box) it’s plain awful as a prototyping tool. You can fix that, but it requires quite a lot of work. I’m going to start publishing my fixes one by one. Here’s the first: a test-bed for making custom meshes.

Template for #unity3d to test custom procedural game meshes

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If you do any non-trivial customization of Unity Editor, you’ll almost certainly extend EditorWindow. But Unity (to date) refuses to tell anyone how to do this legally, or what the contracts you’re being held to are. Without that, many plugins on the Unity Asset Store are wrong and buggy, and […]

#unity3d missing docs: EditorWindow lifecycle

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How do you make good UX / GUI to present information to a mass-market audience with widely varying levels of education and attention-span? This is a problem faced all the time by game designers and developers. It’s one of the most under-appreciated skills of the profession: good game developers know […]

#UX conveying critical info to public via number rating: Food …

Use shift-N to create new scripts in Unity Project Window, fast

In Unity, you create new scripts many times per day, and folders but there’s no keyboard shortcuts. I fixed this, and made the popup rather more intelligent than Unity’s built-in one. I’ve decided to make the basic version available for free here: UPDATE: there’s a bug in the 1.0 version […]

Use shift-N to create new scripts in Unity Project Window, …

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This has come up a few times, and I ended up replying on Twitter: @t_machine_org any thoughts of using 128bit guids for entity-ids? too big? — Richard Kogelnig (@RichardKogelnig) June 9, 2015 But that’s a crappy way to find things later, so I made a quick-and-dirty infographic with a few […]

Entity ID’s: how big, using UUIDs or not, why, etc?

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Six months ago I tweeted a handful of obvious ways that you could make the Unity Asset Store greatly more profitable. One of the Unity folk reached out to me, claimed that Unity was highly invested in improving this and asked for specific suggestions. So I wrote longer, detailed versions […]

6 ways to massively improve the #unity3d AssetStore (for #gamedev’s)

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Experimenting with shorter Entity Systems articles This post is an experiment: rather than write massive, heavily-edited articles, I’m writing “shallow” versions first, which takes me only an hour or so. Then I’m saving the in-depth, detailed versions of each topic for future subscribers to my own Unity3D Entity System. This […]

Journalling for #entitySystems: #unity3d corrupted my scene; I’ve built a …

3 comments

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