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!

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David León, and his Zelda Dungeon Generation in Unity3D

Zelda Dungeon Generation in Unity3D

The other day, I found a post in Reddit’s /r/Unity3D to random procedural Zelda-style map generation using a binary-tree by a dude named David León, a game programmer. He goes on to explain his method for generating the maps, and even has downloads to his source code. He also has a bunch of other tutorials for creating a rougelike-style maps and so-on. Really great stuff, and if you’re looking for a little inspiration for random map generation, check out David León’s tumblr.

Unity 3D – Super Simple Animation System (SSAS)

One thing I always considered good practice is “If you know what you need, and ‘the wheel’ is over-bloated, it’s OK to reinvent.” I looked at animation systems involving many awesome features, but I wanted something really, really simple. Named after my room mate, here is the Super Simple Animation System (SSAS).

Continue reading Unity 3D – Super Simple Animation System (SSAS)

Quadratron Returns in Global Game Jam 2012!

Hey everyone!

I know i’ve been out for a while – I’ve been SWamped up TO my eaRs in work.

Last month was the Global game jam 2012, and Me, Zenas Bellace and Christian Plummer returned to the battlefield. With the help of Moises Carreras and Matt Catron and George Harris, we dominated. Our task was to make 1 game. We made 3.

Come look at our accomplishments. And look out for evil lawn mowers and crazy airline pilots.

Do it.

 

Code Snippet Quick Reference

I have created a quick way to find the code snippets you’re looking for! The Code Snippet Quick Reference under the Code tab at the top. Now you can find all the snippets for C/C++, Unity, and even the Math Algorithms all in one easy place (OK, technically 3, but shut up; I’m trying to do you a favor, here!).

Unity 3D Code Snippet – Inheriting Parent Velocity

Imagine that you’re running at 10 MPH. While you’re running, you throw a ball at 5 MPH. Now, imagine the laws of physics are screwed up and the ball, instead of adding your running velocity to its own, only moves at its 5 MPH. Imagine the look on your face when you try to figure out how the heck you just did that. Imagine the towns’ people accusing you of being a witch and burning you at the stake. Gruesome.

This is (sorta) what happened to me. I instantiated particles, but they didn’t pick up the instantiators’ velocity. Well, here’s a handy script I found, and now I am sharing it to help get your game up to speed (Ugh. I rather just be burned at the stake than to hear another corny pun).

Continue reading Unity 3D Code Snippet – Inheriting Parent Velocity

Unity 3D Code Snippet – Obstacle Detection Component

I’m working to get a good portion of my AI up here (in tutorial form) for my Unity 3D Flight Combat game. Since AI is a bit more complicated than a simple flight script, I’ll put it up piece-by-piece in the form of modular devices you can use for other aspects of the game. Today, I’m going to show you how to give your game a bit more insight (These jokes are killing me).

Continue reading Unity 3D Code Snippet – Obstacle Detection Component