Wednesday, March 28, 2012
Adobe charging royalties for new Flash content.
Adobe is going to charge you royalties if you want to make games in Flash when using "premium" features.
Yuck, this smells rather greedy to me. Yet another reason to stay away from Flash.
Wednesday, March 21, 2012
Unity3D: kCGErrorInvalidConnection
If your Unity3D editor starts showing a blank, grey screen, check your Editor.log.
If you see this error:
Update:Hmm, fix was only temporary, the problem persists.
If you see this error:
kCGErrorInvalidConnection: CGSGetWindowBounds: Invalid connectionwe found that the fix is to change your resolution to something lower, open the Unity3D project, then change your resolution back.
Update:Hmm, fix was only temporary, the problem persists.
Tuesday, March 20, 2012
Unity3D Pro Tip: Singletons
If you're using DontDestroyOnLoad to preserve a game object across levels, you might find that you get duplicated instances of that object when you reload that level. How do you solve this simply?
public class MyComponent : MonoBehaviour { static MyComponent _instance; void Awake() { if(_instance != null) Destroy(gameObject); _instance = this; DontDestroyOnLoad(gameObject); } }If you want to reuse this behaviour, make it a base class and inherit from it in any components you need to persist but not multiply!
Things I like about PyPy...
The fact that PyPy needs to use scientific notation to print the results of a pystone benchmark... :-)
Pystone(1.1) time for 50000 passes = 0.016978
This machine benchmarks at 2.94499e+06 pystones/second
Pystone(1.1) time for 50000 passes = 0.016978
This machine benchmarks at 2.94499e+06 pystones/second
Saturday, March 17, 2012
Tuesday, March 13, 2012
Unity3D Pro Tip: Finger Gestures
The Finger Gestures library is an essential component of my Unity3D toolbox. It is used in almost every project I am working on. If you don't have it yet, you really should get it and learn it! Why?
Getting consistent input schemes working across multiple platforms is hard to get right, and I bet you have much better things to worry about that writing touch and mouse input routines for your game! So, skip the drudgery and instantly enable every kind of mouse and touch gesture you might need, from a simple tap, to a two finger swipe, to pinch and rotate. Finger Gestures will save you many hours of development, it is well worth the investment.
Getting consistent input schemes working across multiple platforms is hard to get right, and I bet you have much better things to worry about that writing touch and mouse input routines for your game! So, skip the drudgery and instantly enable every kind of mouse and touch gesture you might need, from a simple tap, to a two finger swipe, to pinch and rotate. Finger Gestures will save you many hours of development, it is well worth the investment.
Tuesday, March 06, 2012
Monday, March 05, 2012
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