In my spare time this week, instead of building spaceships, playing games or even drinking beer... I will make a game for the Apple App Store using Unity3D.
Next Wednesday I shall announce my failure, or success.
Who will join me? :-)
RAGE!: Unity3D Bug? kills all progress...
Verdict:
Failure. The above bug sucked my will to code for at least two days, though Unity does appear to be behaving now.
What have I got to show for the weeks effort?
1. I know that terrain meshes run acceptably fast on the iPad in the 1500-2000 vertex range. Meshlab does an excellent job of reducing Unity Terrain meshes to usable vertex counts.
2. A reasonable approximation of a car engine, transmission and differential.
3. An objective / waypoint system for running a race around a terrain.
I will revisit this again later. Sad Face.
Tuesday, November 30, 2010
Monday, November 29, 2010
Server Retirement.
Such a Sad Thing.
simon@metaplay:~$ uptime
12:49:18 up 923 days, 4 min, 1 user, load average: 0.00, 0.00, 0.00
Sunday, November 21, 2010
Friday, November 19, 2010
Carrier #2
Thursday, November 18, 2010
Exploding Spacecraft...
What is the point of a nice spaceship model... If you can't blow it up? Not too much I hear you say. Well, now I can blow arbitrary spaceship models apart! w00T! :-)
Labels:
Games,
Spacecraft,
Unity3D
A Fleet is born...
I'm still working on the shaders. I added a toon lighting model which has definitely improved the lighting, but I'm not sure why my edges are so jaggy! Hmmm.


Labels:
Games,
Spacecraft,
Unity3D
Tuesday, November 16, 2010
Monday, November 15, 2010
Spacecraft Development.
Wednesday, November 10, 2010
Non Photo-realistic Rendering.
I'm experimenting with flat shading and full screen pixel shaders. What do you think? Would you buy this game? :-)


Labels:
Games,
Spacecraft,
Unity3D
Monday, November 08, 2010
Font Rendering Problems in Unity3D
OSX Web/HTTP Sniffer Tool.
HTTP Scoop from Tuffcode. Great tool, invaluable if you have to work with HTTP.
Tuesday, November 02, 2010
Automagic GUI Scaling in Unity3D
Step 1. Tell you team that everything must fit within 1920x1080 or 1024x768 or whatever resolution you like!
Step 2. Surround all OnGUI method body code with methods BeginGUI and EndGUI from the below class.
Step 3. Scaling across all resolutions... problem solved!
Step 2. Surround all OnGUI method body code with methods BeginGUI and EndGUI from the below class.
Step 3. Scaling across all resolutions... problem solved!
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class GUISizer {
static float WIDTH = 1024;
static float HEIGHT = 768;
static List<Matrix4x4> stack = new List<Matrix4x4> ();
static public void BeginGUI() {
stack.Add (GUI.matrix);
Matrix4x4 m = new Matrix4x4 ();
var w = (float)Screen.width;
var h = (float)Screen.height;
var aspect = w / h;
var scale = 1f;
var offset = Vector3.zero;
if(aspect < (WIDTH/HEIGHT)) { //screen is taller
scale = (Screen.width/WIDTH);
offset.y += (Screen.height-(HEIGHT*scale))*0.5f;
} else { // screen is wider
scale = (Screen.height/HEIGHT);
offset.x += (Screen.width-(WIDTH*scale))*0.5f;
}
m.SetTRS(offset,Quaternion.identity,Vector3.one*scale);
GUI.matrix *= m;
}
static public void EndGUI() {
GUI.matrix = stack[stack.Count - 1];
stack.RemoveAt (stack.Count - 1);
}
}
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