Owning and running a public site (gamejam.org) which people are actually (almost) using.
I've spent a week of spare time hours building and adding features, which has been quite refreshing. In my day job(s), I need to worry about lots of problems which simply don't exist on a simple site designed to serve a few hundred people.
So far, I've implemented these features:
- Signup / Verification by email
- Diary / Twitter style microblog system
- Atom feeds
- Etag caching (only used for non-authenticated clients)
- Chat system
- Team creation, invites
- Polls, comments
- Member profiles
I'm planning to add a trust graph, file uploads and... whatever else pops into my head. I don't know where this burst of development energy has come from, but I hope it lasts.
I've just seen and used a brilliant ssh option. The command: sudo ssh -D localport user@externalhost will set up a local SOCKS proxy l...
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
When you start working with threads in your Unity3D project, you will discover that many things need to be done in the main loop. For exampl...
Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see t...
Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on v...
import csv open("output.tsv", "w").write("\n".join("\t".join(e.strip() for e in i) for i in csv.rea...
We've just released an extension which enables your Unity3D game to post data off to Google Analytics. It's called Analytics , fun...
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
Most Python coders know that the Global Interpreter Lock (GIL) in CPython effectively serializes execution of threaded programs, even on sys...
Working with multiple threads is often a necessary evil. This is how I do it safely inside a Unity3D component. There are only certain time...