So, lets get to the point here: Blowing stuff up is cool.
That statement probably will put me on a list somewhere — I mean virtually blowing stuff up is cool. In games, you hit something, and pieces of it fly apart, fragments go everywhere, cool particle effects, awesome sounds, all that feedback feels very satisfying. But sometimes, in a lot of games, that feedback is just par for the game. Like, a quick flash, some little sound byte, you reticle lights up, and it’s like, “OK, I did the thing.” but it’s not very gripping. To get that level of immersion, players need to not just see something break, but really feel it. Particles can only do so much – people want to see the result of their actions. They want to see stuff break.
Continue reading “Links: Voronoi – Symphony Of Destruction (And More)”
In the long-forgotten past of 2017, a challenged was proposed to me. Several of my friends and I would create our own version of the game BattleShip in different languages, each with their own AI, and we would make them play each other. My one friend was to do his in OCaml, the other was to do his in Tcl, and I would do mine in Rust.
I was the only one to put any work into the task. F*** me, right?
So, 2 years later, this project is just collecting dust. So why not throw it out onto the internet for the whole world to see?
If anyone wants to see what I’ve done, critique it, or maybe try to go further with it, here it is. Check out BattleRust on my GitHub.
Maybe, some day, I’ll update this post with more information. For now, enjoy.
Update, 4/5/2019: Well, butter my bread and call me Sally, turns out one of my coworkers did actually work on his a bit! If anyone wants (or cares) to see what his implementation looks like in OCaml, click here to go to his GitHub (and criticize him heavily).
Link -> Unity UI: Easy Tabs (no scripting) by Mateodon
The Unity UI framework comes with quite a number of tools for your disposal: Text, Buttons, Lists, Toggles, and so on. But sometimes you need a little more – something to spice up the interface you’re providing. Unity, surprisingly, has come up with a number of hooks in its UI framework, and all it takes is some simple trickery to turn these Buttons and Toggles into something completely different.
Enter Matt Graves (or “Mateodon,” his name which, I assume, dates back to his prehistoric ancestry). Matt used his dinosauric wizardry to combine multiple UI elements to create Tabs (much like the tabs in your browser (I mean, I assume they’re in your browser (What browser are you using, Internet Explorer 4?))) without a single line of code.
Give his site a checkout. He has a few good tutorials, and even has a YouTube channel.
Hey, everyone! It’s been a few months since I posted on my blog like this, but that’s because I’ve been hard at work on a new tutorial for you all!
One of the more popular pages on this site has been a link I provided to ActiveState’s C++ A* Algorithm, and, while that’s good and all, it’s not really a tutorial by any means, and, well, it’s someone else’s stuff. I wanted to show you guys not only how it’s done, by the whos and whys.
So, without further TODOs…
It’s got history, jokes, source code, images, the works!
Let me know what you guys think! Tell your friends! MAKE THE MACHINES BEND TO YOUR WILL!
That last part is a little exaggerated, but that’s basically what you’ll be doing!
There are a lot of algorithms out there for making something follow a path. I should know, I’ve posted a couple. The thing is, a lot of times I find myself following a path just fine, but trying to make that path smooth is pretty frustrating. Some methods might take too long to execute, or don’t really work in realtime, or are just waaay too beefy for what I’m trying to do. So, I found a pretty simple algorithm for your Game-Dev-On-The-Go to help you find the way.
Alright, here’s the setting:
You have an enemy, he’s flying in space. He flies a basic patrol that selects a random path from a collection of waypoints. You generate your path, and it returns a List of Vector3s. Watching your enemy fly a path filled with extreme <90 degree turns looks dumb. Real dumb. You start to consider taking a job in construction, but wait; there's a simple solution: what if you could just cut out those sharp corners?
Well, that's when we call in Chaikin. Continue reading “Math Magician – Path Smoothing with Chaikin”
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!
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!