Links: Blender Tools – MeshLint and Magic UV

3D Modeling is nothing to shake a stick at. You can’t even shake the whole tree at it. May different tools out there exist to make modeling “easier” by honing in on a very specific style or feature, like Crocotile 3D or Wings 3D. But, when you’re trying to find an end-all-be-all to all forms of modeling, you go for the big boys: Maya, 3DS Max, and, of course, Blender.

A problem with all these heavy-bliters is that their toolset is huge! Tiny icons surround the boarders of your screen, and many, many more tools hide in secret little menus. Most of the time, I find myself knowing what I want to do, and I’m on 18 different tabs trying to figure out the damn workflow!

Well, like any good craftsman, the best solution to having too many tools is to add more tools.

Continue reading Links: Blender Tools – MeshLint and Magic UV


Super Simple State Machine!

Hey all! How’ve you been?

I’ve been very busy lately. I know I don’t post often enough, but I’m working on changing that up. And, for starters, I’ve posted a brand new tutorial! Been a few years since I’ve done that, right?

Well, for you AI newbies, I’ve posted a tutorial for a Finite State Machine I made a few years ago, affectionately called the Super Simple State Machine. I even posted the code and a Unity package demo project up on my GitHub for you. Isn’t that nice?

Give the tutorial a look-see, let me know if you like what you see and you want more.

That sounded really dirty… Sorry about that. Later!

Link: Making Stuff User-Friendly

Link: Engility Corp – Making Stuff User-Friendly

Did I ever tell you guys about the time I took my Virtual Reality work on the road to Washington DC, and had a booth for the internal Engility Trade Show convention? That’s totally a thing that happened. My Virtual Tour demo of an FAA Facility with the Oculus Rift won 2nd place Best In Show, too.

2017 EGL Trade Show (58).jpeg
“OK, you’re flying the plane inverted now, which is cool, but not recommended…”

Afterwards, I was asked to help provide content for a blog post on the Engility website about, well, making stuff user-friendly! I provide a little insight into the world of user-interfaces in real-world application, and blur the line between what makes a user interface work for a professional business application and what works for gaming applications.

Go ahead, give it a read if you’d like. This might be seen as me just tooting my own horn, because I’m liking an article I wrote on another blog on my own blog, but, hey, if that’s the case…

… toot toot.

(PS: I’m glad I got second place, but I also lost to a bunch of guys dressed up as scientists from the movie Starship Troopers. They had robots.)



Bridging The Gap Between Linux And Windows.

There are a lot of ways to connect Linux and Windows together: Cygwin, VNC, even Chrome RDP works. But what if you had to do something real specific, like recording a window on the Windows desktop from a Linux command line?

Well, I went down that well, and hit the bottom pretty hard. But, I came back up with nickels, and I’m going to share those nickels with the world.

What was I talking about again? Continue reading Bridging The Gap Between Linux And Windows.

Getting a Gist Of My Code


I know I don’t post very often – believe me, 2015 and 2016 have been a helluva ride – but I have been writing a lot of code. I mean, a lot. A lot of the code I write, since it’s Unity, I have compartmentalized in scripts that I import over to a multitude of projects. Seeing as how a lot of these are used and fleshed out in projects that will never see the light of day, I thought “Hey, why not just put them up on the site?”

So, I’ve created a Github account, and I’m placing them in their own GitHubGists (or Repositories, if they span multiple files). This would be a quick, dirty, and effective way to get my code out to you guys so maybe, just maybe, it can actually be used in a project somewhere.

Any code I put up in my Gist, I’ll also link to it somewhere on this site as well for direct linkage.

So, go have a look at my GitHub Gist! Maybe you can find something useful there!

SUDDEN GLORY Development – Particles and flashy bits

Here’s a small video of me working on some of the particle effects (and the game logic that spawns them), and some of the art assets (and the logic on how they behave).

For the particles, the idea is that when certain things get destroyed, they leave a crater behind (or some burnt wreckage). I also wanted a random chance to spawn other things, like fire, smoke, electrical arcs, and what-not. The script I created uses a “chance” variable for calculating the odds in which a special “additional” effect would spawn.

For the art, I have these big battle ships, and they have weak points for the other team to attack. However, I have no way to convey to the player that they needed to attack these points. So, I’m creating “ship components” that will flash to show they are “points of interest,” and since all you do is fly and shoot, you’ll naturally try shooting it, and it’ll explode. See? Conveyance.

More of these are likely to come. Stay tuned. I also use that channel to put up my Twitch streams, so… uhh… like and subscribe? I guess? Is that how the TubeYou works?


New Year, New Game, New Keith

It’s  been quite some time since I’ve made a real post on this blog. During the past few, well, years my life has been making a number of ups and downs. I landed myself a new job thanks to this blog, and now it’s time I payed some proper attention to it.

Starting with the game I’ve been working on – what, after all this time, you think I’ve just faded away and just spin my wheels? Bah, I say! It’s high time to unveil my pet project that I’ve been working on for the past 10-12 months.

Ladies and Gentlemen…

GfyCat Preview Continue reading New Year, New Game, New Keith