I struggled to find any information about this online, so I’ll write a quick post about how I’m solving this with the prototype for Contension in hopes that it will help someone out there at some point. The prototype has a ContensionGame object which derives from NetworkManager, which, if you’re not familiar with UNET, is basically the … Continue reading Creating a single player version of a multiplayer game in Unity →
So you want to write code for a living, but you also have a wee bit of graphic artist in you? Maybe shaders are your glovely medium! Here’s a small sample of the insanity on display at ShaderToy. Garage – I haven’t parsed this completely, but I think that entire scene – including the cars – may … Continue reading Shadertoy →
There’s a moment in here (27s-34s) that actually caused me to shout with delighted surprise. You know you’re a bit of a programming nerd when your own AI playing itself is the best part of the development process.
Unity kicked my ass several ways to Sunday tonight, but despite that, I eventually got it to do what I wanted!
New stuff happening. I’ll be giving a talk about programming and technical creation in Unity at NGX2016. I’m working on separating the Contension network code from the conflict code so I can start doing up some AI behaviours. I’ve got a bunch of candidate attributes to try out in-game. And I’ve got a rough idea of the narrative … Continue reading Working! →