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VOIDINSPACE.COM

VoidInSpace

I make games. Video games

http://www.voidinspace.com/

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VoidInSpace | voidinspace.com Reviews
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I make games. Video games
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projects,voidinspace,by tasos,leave a comment,kami editor,procedural generation,unity3d,tagged hexagon tile,procedural content generation,triangular grid,unity,tagged c#,4 comments,finite state machine,recent posts,archives,categories,game development
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VoidInSpace | voidinspace.com Reviews

https://voidinspace.com

I make games. Video games

INTERNAL PAGES

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1

Unity | VoidInSpace

http://www.voidinspace.com/tag/unity

KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Posted in: Procedural generation. Procedural generation: A vegetation scattering tool for Unity3D, Part I. June 24, 2013. Posted in: Game development. A simple finite state machine with C# delegates in Unity. May 13, 2013. What is a Finite State Machine? A finite state machine is a quite popular software pattern used in games...

2

My Procedural Playground AKA “Kami Editor” | VoidInSpace

http://www.voidinspace.com/2015/02/my-procedural-playground-aka-kami-editor

KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. My Procedural Playground AKA Kami Editor. February 25, 2015. This is the first part of a series of articles I’m planning to write about my current side project which I’m calling Kami Editor (Kami = god, deity in Japanese , *. I’m bad with names, don’t judge me. It makes sense now doesn’t it? First of all I needed an engine to do my rendering, manage my resources, my scene objects, etc. As...

3

Hexagon tile | VoidInSpace

http://www.voidinspace.com/tag/hexagon-tile

KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Posted in: Procedural generation. Project Polis (Dev Journal #4): Resource acquisition and production Polis Dev Blog. Project Polis (Dev Journal #3): Coroutines, Tasks, Building Construction Polis – Dev Blog. Project Polis (Dev Journal #2): Resources, Buildings and the UI. My Procedural Playground AKA Kami Editor.

4

Project TWA – Part 1: Generating a hexagonal tile and it’s triangular grid | VoidInSpace

http://www.voidinspace.com/2014/07/project-twa-part-1-generating-a-hexagonal-tile-and-its-triangular-grid

KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Generating a hexagonal tile and its triangular grid. July 10, 2014. Fig 1: Single map cell triangular grid. This is an idea I’ve been working on in my mind for quite some time now and finally decided to start working on it; I want an exploration kinda game, taking place on a hexagonal grid, where the world gets procedurally generated as you explore it. The mathematics behind it. Our tile is a...

5

Tasos – VoidInSpace

http://www.voidinspace.com/author/admin

KamiEditor (Work in Progress). DirectX 10.0 project. 8220;Mirror”, PS3 Game prototype. I make games. Video games. Project Polis (Dev Journal #4): Resource acquisition and production Polis Dev Blog. June 29, 2016. Posted in: Dev Journal. Project Polis (Dev Journal #3): Coroutines, Tasks, Building Construction Polis – Dev Blog. April 27, 2016. Posted in: Dev Journal. Project Polis (Dev Journal #2): Resources, Buildings and the UI. April 13, 2016. In the first dev blog post of Polis we went through the firs...

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OpenGL, GLSL, computer art, videomapping and more. Zondag 22 januari 2012. There are multiple ways of representing rotation in a 3D environment. You have normal rotation. Degrees about the XYZ axis), axis-to-angle. Rotation (rarely used in 3D animation), Euler angles. Each of them has its advantages and disadvantages, it just depends on the kind of project you are working on. This code is based on an example published by an user called julapy, from Sydney, on this post. Of the OpenFrameworks forum. I am ...

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I make games. Video games. My Procedural Playground AKA Kami Editor. February 25, 2015. This is the first part of a series of articles I’m planning to write about my current side project which I’m calling Kami Editor (Kami = god, deity in Japanese , *I’m bad with names, don’t judge me). This is more of an intro article so I won’t get too technical, I’ll just try to … [Read more…]. Posted in: Game development. Project TWA Part 1: Generating a hexagonal tile and it’s triangular grid. July 10, 2014. A finit...

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