Monday, August 23, 2010
It' s a hard job...
Tuesday, November 3, 2009
Crushing of Unity with multithread
A report about pc's show that, %80 of computers which are used to play games have more than one core. Maybe in the future after Unity supports game consoles, it can work with multiple threads but it is a must by now too. So be careful while using System.Thread namespace in Unity.
Friday, October 30, 2009
About Unity3D indie version
An asset package for general usage in Unity3D
Firstly there should be some scripts which are alive without a GameObject. Actually i mean, there should be some class instances in all scenes. The attached scripts to a GameObject will die with level loading if it is not configured. But this configuration can be forgotton so we wrote a class which is static and holds other game instances which should live in the entire game. For instance GameState class. This class should live in the all scenes. So it' s very suitable to hold this class in a static ClassHolder class.
I haven't work in any big projects which are made with Unity3D but i guess it can be a nightmare if some features don't be managed from one point. Let's examine gui. There is OnGui() callback in scripts. But managing gui instances from a singleton class which is attached to a GameObject which is not deleted with level loading can be very managable in the big projects. Maybe binding gui loadings to the GameState mechanism can be better solution.
At the end, before starting our new project, we can write some scripts and compile them as an asset package to use in other projects.
Thursday, October 22, 2009
The way of Game Programming
There will be physic processors too and maybe api for them. The main theme is programmers must study on more specific areas. Because the industry is growing more then ever. Demands of consumers, in this case players, are always getting bigger and bigger. They want more visual quality with more performance. So the solution will be being more specialized on more specific areas of game programming.
I have recently seen that NVidia will release Nexus which is a tool for Visual Studio 2008 for debugging, profiling and analyzing GPU code.
At the end the time has come to choose the write side. What will be your profession?:)
Parallel processing is the king
Programmers must prepare themselves for the future quickly because technology is running:)
Thursday, October 8, 2009
Messing with Unity 3D
Image via Wikipedia
Recently Unity 3D is becoming popular among indie game developers. It has a great editor. But the most I like in Unity is the scripting part. It uses mono based scriting system which is based on .NET platform. This saves me lots of time since I do not need to learn a new language, just using well known ones such as C#, JavaScript and Boo (Python based).
But, although Unity has a structural stability in its design, sometimes this design kills me. It is flexible but sometmes too flexible… The gameplay programmer has a lot of work to do especially if he/she is obsessed with syntax and coding structure, like me :)
First of all, you can write anyting almost everywhere and attach them (scripts) to any objects. In some projects, especially working with a team, this may lead to trouble like which script is attached to which object. Moreover, there is no unique starting point. You can initialize everything almost everywhere.
Second, everything which is not added manually to the scene, has to be put in a “Resoures” folder in order to load at run time. In other words, if you want to create an instance of an asset or prefab duing the game, you have to copy them in a “resources” folder in Assets folder. (There can be more than one resources folder)
My suggestion is to design a good gameplay template structure for your games, otherwise you may find yourself in a struggle with your codes.
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