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.
I’m a simple man – I like creating big effects using a minimal amount of processing power. Sure, you can go and make something look “Industrial Light & Sound”-level good, but sometimes simple is better, depending on your situation. And one thing that’s gotten better and easier with age is Water Effects.
I came across Adeniran Moses Adeagbo Jr‘s blog while looking up some water normal maps, and his demo for Texture-Driven Water, where, not only does he utilize normal maps for creating some nice looking water (which, for most engines, is child’s play), but he pulls out a bit of refraction and Schlick’s Approximation to really get some great reflections out of it.
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.
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.
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.)
This may be a potato-quality video, but it speaks volumes. Everything he speaks is what I’ve been working my entire life to accomplish. His motivation, his determination, his stride to be “unrealistic,” and his ability to keep loving life, and take its challenges. That’s what I’ve been telling myself for years, and to hear it from someone who had the passion to make it to the top, that just solidifies it more for me. And I hope it means something to you, too.
I do not, however, share his passion for treadmills. They are machines made to kill, and kill they certainly do.
So, my schedule has been pretty hecktic, so I haven’t updated this place in a while. But I have been working on a few new projects, as well as taking part in the Philly Game Jam. I’ve posted up the page for it – Super Ultimate Ghost Fighter Turbo!(Say what you want, that’s the best title ever).
Also, the Global Game Jam wrapped up yesterday. I wasn’t able to participate, due to me taking a much needed vacation in Vermont. The QuadraTron team, however, got together with a few other people and formed Team Threshold and made an awesome game – Threshold.
So, there. That;s 2 games for ya. That should hold you over until the next time I post (which will (hopefully (Nested!)) be soon!).
OK, first off: No, I’m not dead. 2: No, I’m not a zombie. 3: Yes, zombies are considered dead. 4: I’d like to take a moment to consider a pivotal part of any game programmer’s arsenal of design patterns: The Observer.
The observer pattern, to put it simply, is an object that will only perform a specific action when another object/objects (called “the subject”) are in a particular state. A gentleman by the name of Bob Nystrom is working on an online (and soon physical) book regarding game programming, called GameProgrammingPatterns.com. In his book, he describes the fundamentals and design of the Observer pattern in a fun and simple way that can have even the most basic programmer up-and-running with Observers in no time; like a strange digital voyeur of code.
OK. That was disturbing.
Anywho, go run over to his site, and check out the other “chapters” he’s done. His book is still a WIP, but it’s already a classic. Take care!