Archives

Category Archive for: ‘Tips’

UnitySteer 3.0 beta 2

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I’ve released UnitySteer 3.0 beta 2 to GitHub. It included some major bugfixes for neighbor-oriented vehicles, as well as significant improvements, so I strongly recommend you upgrade to it.  Since we’re steadily moving towards release, I’ve also made the development branch the default one, to simplify users keeping up to date. In parallel, I’ve also been making some step-by-step UnitySteer examples, …

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Unity profiler overhead

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When profiling a large scene (4000 autonomous agents simultaneously active) I ran into an odd situation: the Unity profiler reported that about 55% of my frame time was being spent on “Overhead”. The profiler documentation had no explanation of what this overhead accounted for. Asking around, I got multiple definitions, ranging from it being the cost of running the profiler …

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UnitySteer spherical obstacle avoidance tips

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I’ve been getting some questions regarding the optimal settings for doing spherical obstacle avoidance with UnitySteer. It’s difficult question to answer, since there is no particular set of values that will solve all cases. It’ll be easier to understand why if you look at all the components involved. To do spherical obstacle avoidance, you’ll need at least: One or more …

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Unreal Engine 4 vs. Unity – a quick overview

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Introduction I spent some time this last week playing with Unreal Engine 4, evaluating how switching to it would change my workflow and experiencing first hand what the pros/cons were. Below are a few collected thoughts for Unity developers thinking about making the move. For background, I started dabbling with Unity on 2.0 and made the jump on Unity 2.1, …

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F# book round-up

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Lately I’ve been catching up on my F# reading, considering porting over some of our backend code. While clearly Mono F# performance isn’t quite there yet, which would require moving the server to Windows, I thought a review round-up of the resources I’ve been using might be useful for people. F# for Fun and Profit. Not technically a book yet …

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Possible UnitySteer gotchas

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I was pursuing a UnitySteer issue last week using a sample project provided by Martin Haeusler, and it made me realize that since we have no unified tutorial anywhere, there are some UnitySteer assumptions that might escape new users.   Since I haven’t yet had time to sit down and write a full tutorial – too crazy busy with work – …

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UnitySteer: Measuring speed

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I’d been pursuing this issue on and off for a couple of weeks. In our game, there’s a particular case where I need some characters to wait for another one to be ready, and move no faster than him. But occasionally they seemed to forget that and just race past him, and it didn’t dawn on my why that was …

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Hex grid line of sight revisited

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I go into a bit more detail into the calculations necessary for laying out a hex grid, and performing line-of-sight calculations in it (updated).

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Postmortem: Quality improvements

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More lessons from our last narrative, plus we finally start working with good artists.

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New Year’s Resolutions

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And now for something completely different

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