Tag Archives: unity3d


Working with Asynchronous Operations in Unity3d

We’re building a fairly large framework of components for our new game Bedlam. As part of these web services contracts we need to be a [...]

Bedlam Update 2014030902 I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informa [...]
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Bedlam Update 20140309

You can now paint textures and have them persisted in the database! A button on the main gui “Test Function” allows you to push [...]

Bedlam now supports auto-tiling texture projection painting! Load up a chunk of the world data and switch to the paint tool; click away! It [...]
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In a surprising turn of events we decided to start streaming data from the Enki server into our chunk renderer. The result is above which, I [...]
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Works on PC. Can you tell? [...]
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Geoff made a really good point. Requiring the user to keep clicking to cycle through tile art is dumb. I knew I could do better so I sat dow [...]
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As a kind of testament to the amount of code we just wrote; this most recent screenshot demonstrates our editors new ability to modify the t [...]
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Updates for the game building tools (for Bedlam) Layer Selection Interface Ability to hide layers Example Chunk browser UI Ability to automa [...]
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It really is kind of amazing how much you can improve the quality of things by using simple straight lines. Like adding just enough basil to [...]
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In which Tom turns into a complete badass because maybe ten people are this good with Illustrator on the planet. [...]
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What sorcery is this? [...]
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