Unity3d

Working with Asynchronous …

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 able to very rapidly fire off commands to the server to persist data, fetch status updates for user collision detection and a bunch of other stuff. We are using …

[gallery] Bedlam Update 2014030902 I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the …

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 your texture changes for the currently visible chunk up to the server. This sort of manual thing is not at all what I’m hoping to implement but there are …

[gallery] 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 just figures out what shapes need to go where so it feels very natural when you’re plopping down clumps of grass and hunks of rock. Very cool …

[gallery] 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 realize looks an awful lot like the earlier mesh data, but I can assure you it’s not. Pretty soon we’re going to be working on data …

[gallery] Works on PC. Can you tell?

[gallery] 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 down this morning and crafted the new “Chooser” palette. Once you’ve assigned a tile set to a layer, whenever you have the paint tool …

[gallery] 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 tile maps we’re creating. Right now we’re brute forcing the placement of tiles but in the future we plan on having some moderate heuristics …

[gallery] Updates for the game building tools (for Bedlam) Layer Selection Interface Ability to hide layers Example Chunk browser UI Ability to automatically track whatever layer you are on and only show you data relevant to that layer. Added ability to reorganize layers. Added ability to remove …

[gallery] 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 the sauce.

[gallery] In which Tom turns into a complete badass because maybe ten people are this good with Illustrator on the planet.

[gallery] What sorcery is this?

[gallery] I’m excited to announce that the first of my new asset packages has been approved for sale and is now available in the Unity Asset Store https://www.assetstore.unity3d.com/#/publisher/127 - Check it out! More awesome stuff coming soon.

[gallery] The scene so far. All of these assets will be available on the UAS soon.

[gallery] And another asset package makes it’s way over to Unity for approval. No word yet on the previous packages but I’m hoping they get approved soon.

[gallery] Another 3d model sent over to the Unity Asset Store for approval. Still waiting on the other items but I’m making great progress getting a bunch of different stuff put up so far. My plan is to post individual assets until I get this scene constructed and then also list a package with …

[gallery] All three barricade types in a single scene. Unity Asset Store

[gallery] Oops, I just submitted another asset to the Unity Asset Store