Thursday, February 22, 2018
Note, the GetHashCode() method will probably return a unique ID. There is a very remote chance you will get a clashing ID.
Update:After further experiments, I believe this does not work well enough to be generally useful. Unity, we need a new serialization system!
Wednesday, February 21, 2018
I have called it 'Fizzle'.
Source coming soon.
Wednesday, February 14, 2018
Tuesday, February 13, 2018
Thursday, February 08, 2018
Monday, February 05, 2018
I've put some of my gamedev tools for Unity on Github.
Uniextensions, some common sense extensions to Unity.
React, a visual logic and behaviour tree designer.
Univent, a UnityEvent-like set of gadgets for zero-code gameplay construction.
Posted by Simon Wittber at Monday, February 05, 2018
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...
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
This script takes a screenshot and saves it to the user desktop. It has options to use an alpha background, and also upscale the image. Usef...
I decided to double check my assumptions about Stackless and the GIL on a multicore machine, using the same example provided by David Beazl...
I think ER diagrams are very handy tools for designing data requirements for a game. I don't see them given away or even talked about (i...
Summary: NodeJS wins. Test Program ab -n 10000 -c 5 http://localhost/ Gevent Code from gevent import wsgi class WebServer(object): ...
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...
NGUI caches the transform component in a member variable called mTrans, to optimise speed of access. I think this is UGLY, so I decided to d...