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Entity Crisis

The blog of Simon Wittber.

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Entity Crisis | entitycrisis.blogspot.com Reviews
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The blog of Simon Wittber.
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Entity Crisis | entitycrisis.blogspot.com Reviews

https://entitycrisis.blogspot.com

The blog of Simon Wittber.

INTERNAL PAGES

entitycrisis.blogspot.com entitycrisis.blogspot.com
1

Entity Crisis: 2015/07 - 2015/08

http://entitycrisis.blogspot.com/2015_07_01_archive.html

The blog of Simon Wittber. Saturday, July 18, 2015. AsyncCoroutines - Rather Easy Multithreading for Unity. This is a tiny little library to help you use your multicore CPU in Unity3D. I've made a brief video overview. And the package will be available on the asset store. To use, make sure you have:. At the top of your script file. Below is an example of a coroutine method which can be started using:. GameObject.StartTask(MyCoroutine() ;. Posted by Simon Wittber. Saturday, July 18, 2015. An interesting c...

2

Entity Crisis: 2014/10 - 2014/11

http://entitycrisis.blogspot.com/2014_10_01_archive.html

The blog of Simon Wittber. Thursday, October 09, 2014. 4 Million Vertices of Procedural Spacecraft. Still lots of improvements to be made. but it is definitely getting better. Posted by Simon Wittber. Thursday, October 09, 2014. Wednesday, October 08, 2014. I applied the greeble system to another spacecraft shell, trying to make some kind of freighter. Posted by Simon Wittber. Wednesday, October 08, 2014. Sunday, October 05, 2014. Posted by Simon Wittber. Sunday, October 05, 2014. Posted by Simon Wittber.

3

Entity Crisis: 3D Conference in Perth on 22/07/15

http://entitycrisis.blogspot.com/2015/07/3d-conference-in-perth-on-220715.html

The blog of Simon Wittber. Tuesday, July 14, 2015. 3D Conference in Perth on 22/07/15. An interesting conference for 3D tech next week is happening in Perth. It's only short, 7:30AM - 2PM, however there is some interesting stuff happening. A realtime 3D scan of a Ducati, 3D printing and Oculus VR. I'm 90% sure I'll be there. More info and registration here. Posted by Simon Wittber. Tuesday, July 14, 2015. Subscribe to: Post Comments (Atom). Unity3D WheelCollider and motorTorque. Update: This is another p...

4

Entity Crisis: AsyncCoroutines - Rather Easy Multithreading for Unity

http://entitycrisis.blogspot.com/2015/07/asynccoroutines-rather-easy.html

The blog of Simon Wittber. Saturday, July 18, 2015. AsyncCoroutines - Rather Easy Multithreading for Unity. This is a tiny little library to help you use your multicore CPU in Unity3D. I've made a brief video overview. And the package will be available on the asset store. To use, make sure you have:. At the top of your script file. Below is an example of a coroutine method which can be started using:. GameObject.StartTask(MyCoroutine() ;. Posted by Simon Wittber. Saturday, July 18, 2015. When you start w...

5

Entity Crisis: I killed my router with an apostrophe.

http://entitycrisis.blogspot.com/2015/08/i-killed-my-router-with-apostrophe.html

The blog of Simon Wittber. Friday, August 07, 2015. I killed my router with an apostrophe. My router appeared to die last night, after I tried to setup a new WiFi network. The admin interface for the router was completely borked, and the browser console kept showing javascript errors. Turns out, because my network name contained an apostrophe, the javascript code behind the admin interface became completely unusable. Posted by Simon Wittber. Friday, August 07, 2015. So how did you fix it? Working with mu...

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TOTAL PAGES IN THIS WEBSITE

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LINKS TO THIS WEBSITE

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): July 2010

http://divineabomination.blogspot.com/2010_07_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, July 21, 2010. Preview release of KHI 2D technology coming soon. With the release of Eets for Macintosh coming soon, our attention is slowly moving on to our next project in development. That as yet to be announced project is built upon a 2D engine that has been developed by ourselves. Simple, easy to use API. Tuesday, July 6, 2010. Currentl...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): January 2011

http://divineabomination.blogspot.com/2011_01_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, January 27, 2011. Games Development: A poster child for learning maths at school? After several topic changes which I couldn't follow (I don't think I'm across even half of what is 'street' these days) they settled on a conversation about how much maths sucks. Nods of agreement all around. Modern games are using plenty of math. Every inte...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): December 2011

http://divineabomination.blogspot.com/2011_12_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, December 8, 2011. Unity3D iPhone Player and JIRA Connect Integration. We've been using JIRA internally for our project management and bug tracking for a couple of years now and we've found it to be excellent. Recently Atlassian (the developers of JIRA) released a JIRA Connect library for the iPad/iPhone family. By Unity when you make a Unity ...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): December 2010

http://divineabomination.blogspot.com/2010_12_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Friday, December 24, 2010. Downloading files from the Apple Developer website using wget (for poor connections or scheduling). The basic procedure for accessing content using wget from a site requiring authentication involves logging into the said site using a standard web browser, once authenticated via a login page one can set abou extracting the aut...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Moving iPhone Developer Credentials from one Mac to another

http://divineabomination.blogspot.com/2011/10/moving-iphone-developer-credentials.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, October 11, 2011. Moving iPhone Developer Credentials from one Mac to another. Update: So apparently in Xcode 4 (at least) there is an official way to do this. outlined. This is what I should have done. DEVELOPMENT - Provisioning Profiles. Choose your Provisioning profile, right click and "Reveal in Finder". Save the resulting file. I've start...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Unity 3D (Pro): View matrix (separately) for CG shaders

http://divineabomination.blogspot.com/2011/10/unity-3d-pro-view-matrix-separately-for.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, October 20, 2011. Unity 3D (Pro): View matrix (separately) for CG shaders. As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself. In our shader, p...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): Unity3D Asset Server: Best Practice Workflow - Initial Checkout

http://divineabomination.blogspot.com/2011/08/unity3d-asset-server-best-practice.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, August 4, 2011. Unity3D Asset Server: Best Practice Workflow - Initial Checkout. Using Unity in teams one is often stuck using Unity asset server. While it certainly lacks features one has grown accustomed to in many other source control systems the fact remains that it is the solution that most seamlessly works with Unity. I've started Kruge...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): June 2010

http://divineabomination.blogspot.com/2010_06_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Wednesday, June 23, 2010. Find awake IP addresses on a subnet using a batch file. I seem to frequently find myself trying to find machines by IP address on a subnet. Often I'm on a random Windows machine and I've got nothing but the basic install to do it. What do I do? SET /a t=t 1. Ping -n 1 -l 1 192.168.0.%t% nul. IF %t%= 254 Exit.

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): October 2011

http://divineabomination.blogspot.com/2011_10_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Thursday, October 20, 2011. Unity 3D (Pro): View matrix (separately) for CG shaders. As Unity's shader support is largely based on Open GL, there isn't, by default design, access to separate model and view matrices in shader code. Occasionally you might want access to this and to use it you'll need to pass this information in yourself. In our shader, p...

divineabomination.blogspot.com divineabomination.blogspot.com

Kruger Heavy Industries, Dev Log (of sorts): August 2010

http://divineabomination.blogspot.com/2010_08_01_archive.html

Kruger Heavy Industries, Dev Log (of sorts). A chronicle of Kruger Heavy Industries and our adventures in games development, our games and industry noise. Tuesday, August 31, 2010. Game replay techniques and the importance of floating point determinism. To be able to playback recorded user input into the game engine and have it play out exactly the same, the engine must be completely deterministic. A couple of key components needs to be addressed or things go very wrong. For starters, the engine's random...

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Entity Crisis

The blog of Simon Wittber. Thursday, March 01, 2018. Fizzle: The Unity Modular Synthesizer. Available on GitHub: https:/ github.com/simonwittber/fizzle. Posted by Simon Wittber. Thursday, March 01, 2018. Thursday, February 22, 2018. A unique ID for your Serialized classes in Unity. Note, the GetHashCode() method will probably return a unique ID. There is a very remote chance you will get a clashing ID. Posted by Simon Wittber. Thursday, February 22, 2018. Wednesday, February 21, 2018. So, youve created a...

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